Posted Sat Apr 7, 2012 6:25 PM
So far, so very good. The plot is interesting, the characters are interesting, albeit pretty archetypal, and the gameplay and pacing are great. Very few loading screens. No random encounters. Great battle system that plays like the logical descendant of Final Fantasy XII. English Voice acting is... hmm... B+. I guess I should just be greatful that it isn't Steve Blum and John DiMaggio in every role.
Now a more pointed question. If you hate JRPGs with a passion, is this game going to make you a believer? No. The story so far hits all the familliar JRPG beats. The sidequests are all fetchquests of the "Gather 3 X" or "Kill 5 Y" variety. The underlying mechanics driving the battle and skill systems are as convoluted you have come to expect from the genre.
So why is Xenoblade special? After five hours, my present answer would be that instead of completly redrawing the JRPG template, Xenoblade makes it infinitely more accessible by including small features that have become pretty standard in today's much more commercially sucessful WRPGs. There's a button you can hit in the menu that reminds you where you are in the story and where you're going next, just in case you've put the game down for a month and forgotten what the hell is going on. There's a night-day time progression system, but you can reset the clock whenever you want to get the desired character or monster appearances. You can fast-travel. You can save anywhere. You can go pretty much wherever you want after the first couple of story hours, wander off the beaten path, or plow through the main quest. Your characters recover automatically after every battle, sparing you the effort of going into the menu a zillion times and opening your healer's spell spreadsheet and pressing the A button ad infinitum.
Maybe the game is a tad too accessible. Death doesn't appear to have a whole lot of consequence - from what I can tell, you just spawn at your last checkpoint with your items, gold, and experience points intact. You can literally just keep rushing that monster you can't beat until a hundred respanws later you've outleveled him. That doesn't encourage me to be terribly strategic, now does it?
Oh, and the graphics. They're pretty - for the Wii. The models and environments are pretty enough in their own right, but I can't help wishing I could see it all in HD. I don't need a single polygon more, just the clarity to see the ones already there. I haven't got the rig for Dolphin, but I do hold out the faint hope that upscaling will make the game look a bit cleaner on a Wii U. If nothing else, this game ought to look pretty sweet on the Wii U's controller screen.