Xenoblade Chronicles 2 came out in December, and I played about ten hours of the game in that month before putting it down for other titles. I did enjoy those few hours, but there were a lot of issues with it that kept it from gripping me at the time.
Eventually, I did come back to it about six months later, and did power through it to completion. That took an additional 100 hours of playtime, give or take, with a lot more content that I could still go and do; that should give you an idea of the size and scope of the game. It did improve considerably as it went, but there were times even dozens of hours in when I found myself saying “I’m not sure if I love this game or hate it.”
But still, results speak for themselves. I got through the game and overall quite enjoyed my time. The conclusion was satisfying, and some of the plot developments and twists were quite enjoyable. There were nice and unexpected tie-ins to the first game that made it worthy of being called Xenoblade Chronicles 2 in ways that X was not. And then I ended up binging the sizeable expansion that released shortly after I finished it, enjoying that also.
Now, as much as I like the game, plenty of those flaws do stick with me. There’s a lot of questionable game design in there that I wanted to deep dive into, going over what works and what doesn’t. That was originally the purpose of this article; alas, like many of my writing projects of late, it didn’t pan out as intended. It’s been about two months since the first draft of this article was written, which probably comes as a surprise to absolutely no-one. That said, I want to put something out there, so I’m repurposing what I wrote into a more focused article.
I could talk about the Xenoblade series as a whole quite a bit on many levels, and perhaps I shall do so at some point. For now, this article is taking a good look at the fairly interesting combat system that Xenoblade Chronicles 2 offers, and why it ends up being so flawed and clunky despite the promise.