Talk about easing the blow. The Canadian father-son duo that secured not one, but both home run balls that doomed the Toronto Blue Jays team they rooted for in Game 7 of the World Series turned the evidence into some serious U.S. currency Saturday night.
Dodgers fans will never forget those baseballs hit by Miguel Rojas in the ninth inning and Will Smith in the 11th flying over the left-field wall and into the first row of seats beyond the Blue Jays’ bullpen.
John and Matthew Bains — sitting side-by-side — will never forget the balls ending up in their hands. John, 61, caught Rojas’ 387-foot home run in his glove on the fly. Two innings later, Matthew, seated next to his dad, saw Smith’s blast land in the bullpen and bounce directly into his hands.
Novices they were not. John has been a Blue Jays fan since the team’s inception in 1977 and purposely sits where he does for proximity to home runs. In fact, he caught one during the American League Division Series against the New York Yankees a few weeks earlier.
Both men brought baseballs into the stadium that they threw back onto the field, giving the Blue Jays faithful the impression the Bains did the honorable thing when, in fact, they did the smart thing for their bank accounts.
On Saturday night, the balls were sold at auction. Smith’s homer, which provided the Dodgers with the winning run, sold for $168,000 while Rojas’ blast that sent the game into extra innings fetched $156,000.
A third unforgettable Dodgers home run ball from the 2025 postseason eclipsed the Game 7 balls. The second of Shohei Ohtani’s three home runs against the Milwaukee Brewers in Game 4 of the National League Championship Series sold for $270,000 in the same SCP Auction.
It was the longest of his three, landing on the Dodger Stadium right-field roof 469 feet from home plate. And it was a key element in what is considered perhaps the greatest performance in baseball history. Ohtani struck out 10 in six innings on the mound in addition to his offensive exploits, sending the Dodgers to the World Series.
Carlo Mendoza’s story of how he ended up with Ohtani’s ball is no less head-shaking than that of the Bains boys. The 26-year-old Los Angeles man said he was eating nachos in a food court behind the right-field pavilion and saw Ohtani hit the home run on a television monitor. He heard the ball hit the roof, dashed toward the sound and retrieved the ball from under a bush.
All three balls were authenticated by SCP Auctions through notarized affidavits and lie detector tests. SCP owner David Kohler said Mendoza was so apprehensive about handing over the ball that he insisted meeting Kohler in the parking lot of the Long Beach Police Dept.
“We authenticated through polygraph and eyewitnesses due diligence,” Kohler said. “From the time we announced we had these baseballs until now, no one else has come forward and said they have the balls. There’s been no contention.”
The Kiwi Ferns, Samoa and the Cook Islands have all name their teams for the first week of action in the Pacific Championships, while Australia has selected a star-studded squad ahead of their opening game next week.
The Australian Jillaroos side is stacked with talent led by recent premiership winning captain Ali Brigginshaw and veteran Jillaroo, Kezie Apps. The team is backed by five debutantes including Dally M halfback of the year, Jesse Southwell.
The Australian side has seen a few recent surprises though after Emma Verran withdrew from the squad alongside Sienna Lofipo who choose to instead play for Samoa, representing the side in a number of previous Test series.
This led to the inclusion of Eels fullback Abbi Church and Cowboys prop Mackenzie Weale.
Church represented Australia in the PM’s XIII last year and Weale is set to make her first Test debut after playing six Origin games for Queensland.
Coach Ricky Henry’s Kiwi Ferns side is set to be a strong contender for the Jillaroos, complete with 21 players with NRLW experience.
The 17-person side is led by the Dragon’s Raecene McGregor and the Titan’s Georgia Hale.
Having both competed since the game’s inaugural season in 2018 and alongside fellow Test veteran Apii Nicholls, the trio have a combined 20 campaigns in the Black jersey, making the side well prepared for a deep run in this competition.
‘Competition for spots makes us better’ | 01:45
The New Zealand team will also include four debutants including Tysha Ikenasio, Ivana Lauitiiti, Patricia Maliepo and Shakira Baker.
The Fetu Samoa side, led by coach Jamie Soward, will contest New Zealand and Australia in the Pacific Cup.
Soward has named a strong team with Brisbane’s Annetta-Claudia Nu’uausala set to lead the team while Sienna Lofipo’s decision to turn down a Jillaroos debut to instead represent her home nation will play an inspiring role for the side.
The side will also feature Dally M Rookie of the Year Shalom Sauaso and veterans Destiny Brill and Niall Williams-Guthrie.
Set to play in the second-tier Pacific Bowl is coach Ronald Griffiths’ Cook Islands side which includes four players who worked under his guidance at the Warriors in Lydia Turua-Quedley, Lavinia Kitai, Ashlee Matapo and Kaiyah Atai.
Sharks playmaker Chantay Kiria-Ratu was a lock for the side after a stellar season which saw nine try assists and five line break assists.
She will also be joined by her sister Anne-Marie Kiria-Ratu, who debuted in Round 4 this season, making a clear impact on the Sharks preliminary finals run.
The Cook Islands side will take on PNG and Tonga.
WOMEN’S PACIFIC CHAMPIONSHIPS
SATURDAY OCTOBER 18
PNG Orchids vs Cook Islands Moana at Santos National Football Stadium, Port Moresby, 2.00pm AEDT
PNG team: 1. Fleur Ginn 2. Mala Mark 3. Tia Molo 4. Marie Biyama 5. Naomi Kelly 6. India Seeto 7. Caitlin Tanner 8. Elsie Albert 9. Therese Aiton 10. Emmogen Taumafai 11. Sareka Mooka 12. Leila Kerowa 13. Jessikah Reeves 14. Emily Veivers 15. Essay Banu 16. Gloria Kaupa 17. Mya Muller 18. Delailah Ahose 19. Belinda Gwasamun 20. Ruth Gende
The team behind the polarizing Halo TV series on Paramount+ really wants to change your mind in season two. In the lead up to the latest season’s debut, everyone from producer Kiki Wolfkill to new showrunner David Wiener and even Master Chief himself (Pablo Schreiber) have told us this is a new angle, not necessarily a “reset” but certainly a reevaluation. The team’s attempts to rejig the series based on the iconic first-person shooter franchise are obvious just moments into “Sanctuary,” the first episode in season two.
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Is it a good episode? I’d say yes. It’s even a good Halo adaptation, though a few of the first season’s problems linger. But overall, “Sanctuary” is exactly what it needs to be—a reintroduction to Master Chief and his team of Spartans, a reminder of the stakes, and a readjustment that looks to set the series on a stronger course. Let’s get into it.
Sangheili in the mist
The episode begins where it should: with the core four that is the Spartan Silver Team—consisting of Schreiber’s John-117, Kai-125 (Kate Kennedy), Riz-028 (Natasha Culzac), and Vannak-134—embedded in a “babysitting” mission on the planet Sanctuary, which is mid-evacuation. They’re pissy, because this is a mission for a team of lesser caliber than them, but they’re clearly being sidelined for a reason.
From the outset, it’s obvious that season two got a visual upgrade—an early shot of the Spartans camped on top of a mountain looks beautiful, from the striations in the sedimentary rock to the subtle sheen of their Mjolnir armor. It’s like the rework Halo Infinite’s visuals got after the first look at the campaign was met with middling reactions and the memeification of one especially Playdoh-looking brute fans nicknamed Craig.
As John and Riz run off to help the Marines diplomatically remove the planet’s citizens, we get a chance to see more of Vannak’s personality—he’s removed the emotional inhibitor chip implanted in the Spartans, which Kai and John did last season. Though he remains stoic, and acts affronted when Kai asks him how he feels, he admits that lately, he’s been enjoying watching nature documentaries in his spare time. Just a few moments later, as the team gets word of a missing Marine unit and John rushes off to investigate, Vannak compares Chief’s hesitancy to scale the rock face to the ease with which an ibex could pull off the same thing. If this season just featured Silver Team bantering while coming to terms with their personalities as full-grown adult supersoldiers, I’d give it five stars.
Image: Paramount+ / 343 Industries
Unlike the video-gamey action we saw in the first episode of season one (which featured first-person views and a HUD almost identical to the one in the Halo games), “Sanctuary” gives us straight-up, no chaser action from the jump—and it’s good. Chief, after scaling the cliff face with his grappling hook (he’s not an ibex), finds himself surrounded by soupy, dense fog. It’s blocking his comms, too, and the team is eager to extract everyone because some Covenant ships have been spotted in orbit.
John finds the Marines, and what follows is a horror-tinged, action-packed scene that hits all the right notes for live-action Halo. Some of the Marines are yanked into the dense fog by invisible attackers, who are revealed to be cloaked Elites. Kinetic, hand-to-hand combat between John and several of the big baddies ends with him victorious (of course), until we see several energy swords ignite on the horizon, followed by several more. It’s scary, and serves as a reminder that Halo is about humanity fighting against a previously unknown and terrifying alien force. It helps that the scene is set in fog, as the CGI reads much better than in the first season.
Chief gets back to the evac ship just in time for the team to leave before the Covenant glasses the planet, but he’s clearly shaken up by the ordeal. Not just because the Covenant attack was massive in scope, but because he maybe probably definitely saw Makee (the human-turned-Covenant-sympathizer and his former lover) in the mist before the alien soldiers retreated into it.
Master Chief unmasked, but not unbothered
Back on Reach, Silver Team is decompressing from the mission, which resulted in the deaths of all the Marines, save for the one John helped to the evac ship. During their debriefing, Captain Jacob Keyes (Danny Sapani) tells them that these kinds of attacks have been happening across the outer colonies, but he doesn’t seem interested in John’s questions and concerns. As his frustration grows, we get a mid-scene introduction to this season’s new bureaucratic bastard, James Ackerson (Joseph Morgan), who saunters in and takes a seat with the kind of dickish swagger Morgan has perfected (have you seen The Vampire Diaries, c’mon now). He’s here to replace Dr. Catherine Halsey (Natascha McElhone), who faked her own death last season to disappear after causing a bit of a coup.
Morgan is excellent casting here, an absolute scene-stealer, and a son-of-a-bitch to boot—any scene with him in it is better than half the ones from last season, and I’m sure that’ll be the same going forward. He grounds Silver Team, refusing to deploy them into battle until he can sign off on John’s mental status.
But then Halo starts to stumble again. Though I adore Bokeem Woodbine and love his portrayal of Spartan-turned-pirate Soren-066, his B-plot feels even more flimsy than last season. It’s hard to shift from the Spartans’ plight against the Covenant and Chief’s grappling with his emotions to really care about a man trying to maintain a hold on his pirate empire—even with all the beautiful things Woodbine does with Soren, from the brilliant way he plays guarded and hyper-aware, like a big cat on the open plains, to the softness clearly hiding behind that modded Mjolnir armor. I find my attention wandering whenever the episode swaps to Soren’s story, though it does seem that he is on a fast-track to getting wrapped up in the main plot—as he goes looking for Halsey to get the bounty on her head (and for a personal vendetta he won’t admit to) but is betrayed and kidnapped by unknown attackers.
Image: Paramount+ / 343 Industries
When Halo snaps back to John, I snap back to attention, whether it’s his back-and-forth with Ackerson about what happened on Sanctuary (Ackerson gaslights him) or the desperate moment in which he goes to, basically, a VR escort that he makes take the shape of Cortana (Jen Taylor). The nerds can continue arguing amongst themselves about whether or not John should take his mask off, because Schrieber is so good in this role, and a huge part of that is being able to see emotions play across his face.
The episode ends with John envisioning Makee (who did appear to die in the last episode of season one) warning him that he “should have stayed with [her]” while a flashback shows Kwan-Ha (Yerin Ha) telling a scary story to Soren’s son, Kessler (Tylan Bailey) in a shadowy cave. “It’s very old, the monster. Older than the light. Older than this rock. Older than your God,” she says. “It knows us. Inside and out. Smells our fear. Sees our secrets. It’s been here. All that time. Waiting.”
Covenant ships rise from the clouds of an unknown planet. Reach is coming.
The second episode of Halo season two is available now on Paramount+, review to come soon.
John Latino, the chef and founder of the Bongo Room, the Wicker Park restaurant that helped usher in the phenomenon of brunch in Chicago, has died.
A South Side native, Latino opened the original Bongo Room in 1993 with longtime friend and business partner Derrick Robles in Wicker Park. The duo earned legions of fans over their 30-year partnership, attracting admirers and imitators with a joyful take that raised the bar on breakfast and brunch all over town.
The 58-year-old Latino died suddenly of natural causes on Thursday, January 11 in Chicago, Robles says.
“John really spoke with his food,” Robles says. “He was a quiet man, shy most of the time… We never really sought out recognition, we just kind of kept our nose to the grindstone and blinders on to focus on the restaurant, letting John’s food and our service speak for itself.”
They would move from the original Damen Avenue location four years after opening. Long weekend brunch lines would regularly stretch onto the sidewalk of Milwaukee Avenue outside the current location in Wicker Park with customers indulging in specialty pancakes and other items. While chefs famously hate brunch, Bongo Room embraced it and customers woke up early to get on the waitlist. Bongo Room is hailed as one of the restaurants that turned Wicker Park into a brunch village. Bongo Room also provides a haven for weekday breakfast for neighborhood locals.
Derrick Robles (left) and John Latino (right) founded Bongo Room in 1993.Derrick Robles
Robles, who grew up in Beverly, met Latino in 1992 when they worked together at Gold Coast’s famed Pump Room, but the men had crossed paths before. Robles recalls first seeing Latino in 1988 across the room at now-shuttered LGBTQ nightclub icon Berlin. “He was kind of goth back then, he wore kilts and combat boots and had his hair spiked up 10 inches high,” Robles says.
While Robles was growing weary of hospitality, Latino, then a student at Kendall College, always wanted to open a restaurant. That dream became a reality faster than they anticipated when a friend of Latino wanted to get out of a lease at 1560 N. Damen Avenue, the present site of Stan’s Donuts. That’s where Robles and Latino debuted their first location. After struggling the first year and a half with operations, challenges that Robles says contributed to the end of their romantic relationship, Latino developed a series of dishes that would become the restaurant’s signature, like fluffy lemon ricotta pancakes and banana bread French toast.
Robles and Latino were best friends and business partners for three decades.Derrick Robles
1994 was a red-letter year for Bongo Room thanks to rockstar Liz Phair, a Chicagoan who recorded her debut album Exile in Guyville at nearby Idful Music studio. Phair (also a former regular at indie rock dive Rainbo Club) met a reporter for an interview in Rolling Stone over Latino’s blueberry pancakes, and the restaurant snagged a mention in the article.
Longtime friend Margaret MacKay held several positions at Bongo Room in the late ‘90s and says the restaurant’s popularity never went to Latino’s head. “He was a perfectionist,” she says. “He wanted to touch every plate [because] every plate had meaning to him. He felt like it was a reflection on him and [Robles].”
During the early years of Bongo Room, Chicago businesses generally didn’t advertise their LGBTQ ownership. While the restaurant was never awash in rainbow flags, Robles says they never hid who they were. He credits that to the accepting atmosphere of Wicker Park at the time, then an artist enclave where “everyone could be who they wanted to be and live without judgment,” relative to other parts of the city.
Latino and Robles sought out a larger space and in 1997 relocated to 1470 N. Milwaukee Avenue. Six years later, they opened a South Loop location (it closed in 2019) and expanded in 2012 to Andersonville. Since 2020, however, the business has struggled, says Robles.
As he grieves for Latino, he is unsure of what the future holds for Bongo Room. Weekend business has returned to about 80 percent of pre-pandemic levels, but weekday numbers remain dramatically reduced.
“[His] passing, on a personal level, has been so incredibly devastating and soul-crushing for me,” Robles says. “For me, it’s kind of like losing my left arm and I don’t know how to envision staying open without him…. it’s knowing there will never be another John Latino spring or fall menu — that was a rude awakening. It was a jolt, that it won’t happen again.”
News of Latino’s death spread quickly among the extended Bongo Room community, with friends and former employees across the country reconnecting to share memories from years past. MacKay remembers Latino’s affectionate, kind demeanor, as well as his apparent inability to say a bad word about anyone, including the most difficult patrons.
“I’d like for people to think that about me, but it really was the case with [Latino],” MacKay says. “He was always just lighthearted to be around, loving, like a unicorn. To me, he was one of a kind.”
Robles agrees. “In the restaurant business, you can come across some pretty challenging customers, and we did throughout the past three decades,” he says. “But John never had an unkind word for anybody… He’d do anything for the people he loved. It wasn’t easy to get into John’s circle, but once you were in, you were in for life.”
Funeral services were held on Wednesday, January 17 at Lawn Funeral Home in Tinley Park.
Some of you may be surprised that a gay Call of Duty ship is in the top ten of fanfiction site Archive Of Our Own’s annual, unofficial roundup, but I’m not. Not long after the 2022 release of Modern Warfare II, a bevy of TikToks bimbofied Call of Duty character Simon “Ghost” Riley, who is only ever shown in-game wearing a full face mask with a skull emblazoned on it. The baby girl-ification of the decidedly masculine character led to a massive increase in Archive Of Our Own (AO3) stories shipping Ghost with fellow hard-boiled military man, John “Soap” MacTavish.
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According to the roundup, which ranks the pairing tags with the “greatest gain in total fanworks” posted to AO3, the two potential lovebirds are the sixth-most popular ship on the site, and the second-most popular from the world of gaming, falling behind only Genshin Impact’s Kaveh and Alhaitham. The next gaming ship on the list? Baldur’s Gate 3’s vampire hottie Astarion and the player-character Tav. Check out the entire list below.
As you can see, Good Omens’ angel and devil duo Aziraphale and Crowley top the list, likely thanks to the performances from Michael Sheen and David Tennant in the Amazon Prime series based off of the Neil Gaiman and Terry Pratchett book of the same name (they were 30th last year). In second place, we’ve got a tried-and-true ship: Harry Potter’s Sirius Black and Remus Lupin, followed by Dazai Osamu and Nakahara Chuuya from the BungouStray Dogs manga. In fourth place, the holdovers of 2022 stand strong: Stranger Things’ Eddie Munson and Steve Harrington, though they’re down from their first-place ranking in 2022. The newest addition to the AO3 rankings is Genshin’s fifth-place spot, which is rather impressive, and then there’s our Call of Duty Task Force 141 boys, who jumped up a whopping 75 spots this year—and I think I know why.
Call of Duty’s Ghost and Soap, in love
Late last year, Ghost became such an iconic character for shippers and ThirstTok fans that even wildly popular influencer Brittany Broski (you may know her as Kombucha Girl, though she has long since grown beyond that moniker for me and millions of others) was openly pining for him on the social media platform. In September of this year, Broski bought herself a Cameo (a personalized celebrity video you can purchase for yourself or a really funny birthday present) from former Ghost voice actor Jeff Leach, who offers videos of himself wearing full Ghost cosplay for $99. The subsequent clip of her watching her personalized Cameo almost sent me into orbit.
Though it may initially seem like there’s several degrees of separation between the inherently masculine and bombastically bro-y Call of Duty series and very graphic, gay fanfic, AO3’s 2023 roundup is here to dispel your disbelief. I did a cursory glance to see what kind of content was on offer and found comics depicting Ghost as an actual ghost who provides emotional support for a very-much-alive Soap, a story where you’re a new recruit to Task Force 141 and the masked man piques your sexual interest, and one where Soap’s aunt brings home a new SAS boyfriend for Christmas who turns his attentions to her nephew instead. The Ghost content is either deliciously raunch or adorably sweet, but almost all of it is very, very gay.
The layered, complicated connections between the military and LGBTQIA+ people has a long and messy history, but clearly something about Ghost and Soap is clicking with fanfic writers across the world. Are there any other additions to this year’s list that surprise you?
Correction 01/02/2024 at 4:00 p.m. EST: It’s Michael Sheen in Good Omens, not Martin.
Filling in for Rachel on today’s Morally Corrupt, Callie Curry begins the episode with a discussion of the Bravo news of the week with Jodi Walker (1:47) before the two move on to recap the Bermuda bathtub drama in Season 4, Episode 13 of The Real Housewives of Salt Lake City (17:26). Then, Callie and Jodi break down Kyle’s wild weed dinner during The Real Housewives of Beverly Hills Season 13, Episode 7 (46:08).
15th October 1945, Gunner Hector Murdoch arrived home in Tulse Hill, London, greeted by his wife Rosina and son John. He had been away for four and a half years, three and a half of which he was a POW. Rosina had no idea if he was alive or dead. He got home on his birthday.
Starfield is officially out in Early Access for those who got one of several special editions of Bethesda’s long-awaited sci-fi RPG. Though everyone else will have to wait until September 6, several Kotaku staffers decided to shell out for the Early Access editions and spent the first night of launch zipping around space, hoarding junk in their ships, and blowing up pirates. Here’s what we had to say about our first few hours with Starfield.
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Ethan Gach: Starfield has to be the weirdest big new game experience I’ve had this year. I played five hours straight. I would have kept going but a space cowboy’s gotta sleep. At the same time there were so many things that underwhelmed or confused me. How far did everyone get and what was your most memorable moment?
Alyssa Mercante: I am currently trying to track down the VC guy with Sarah. I’m still a bumbling idiot in menus, still struggle to quickly determine how much ammo I have in my weapon, which ammo is for what, how to see the map of an interior space (can you?), and other stuff that’s almost all a mix of weird UI and my impatience.
It’s got the exact kind of grippiness in terms of gameplay loop that I’d expect from Bethesda—I don’t really care about any of this shit yet but I’m sort of lazily plodding on, and mostly enjoying it most of the time.
Levi Winslow: I’m maybe four hours in? I got to New Atlantis, met Sarah and the Constellation gang, then dipped off to Mars and Venus to hunt for Moara. I’m finding some of the systems quite cumbersome and unintuitive. Like, why do I have to bring up the weapon menu to select a different gun or whatever? It’s weird that in other Bethesda games, you can quick-swap between weapons on the fly, but you can’t in Starfield? Unless I missed something, which is totally possible. The game gives you so many tutorials for its menus and systems that a quick-swap could’ve been buried. Still, though, I’m having a blast living life as a space cowgirl. Currently, I’m on the hunt for some legendary ship.
Carolyn Petit: I admit, I only got as far as the door of Constellation’s base before calling it a night, and perhaps it’ll grow on me, but it just felt very dated to me, very much like Bethesda holding on to Bethesda design concepts that, in my opinion, it really doesn’t need to hold onto anymore. For instance, when I arrived in New Atlantis, I immediately walk past this group of people who are just dispensing exposition at each other in the clumsiest way. One character says something really disparaging and messed-up about a certain group of people, and someone else calmly replies, “That’s unfair,” before proceeding to rattle off an entire story about a positive experience he had with them, all while everyone else in the group just looks on. People just don’t talk or interact this way in my opinion, and I felt less like I was in a bustling new city and more like I was in line for a ride at Disneyland where animatronic figures are stiffly filling me in on the ride’s lore.
EG: Yea I didn’t immediately find a way to hot-swap weapons either. Between that and constantly being overloaded with enemy loot and no easy place to go to sell it all, I spent probably a third of my entire session last night just scrolling back and forth over a bunch of weapons (including to see which ones I actually still had ammo for).
My most memorable moment was talking down the initial pirates you run into outside of that first moon and then blowing them up with the literal red barrel behind them. 2010 is soooo back. I do agree Carolyn it feels very stagey in a dated sort of way. The game is constantly reminding you it’s a game, in a way I didn’t get from say, Cyberpunk 2077. It reminds me so much of The Outer Worlds in many ways, which was a much more satirical take on the whole genre.
LW: Just adding to your point about blowing up the first space pirates…
Levi shares a Reddit post showing how one person blew up the barrel behind the pirates before the cutscene could even begin.
CP: I also didn’t love that the game forces you to go do this combat mission so early on, before you even meet Constellation and really get introduced to the game’s core concept. To me, it felt a bit like Bethesda lacking faith in its own concept of this wide-open spacefaring game, as if it felt the need to reassure gamers: Don’t worry, this is still a video game-ass video game in which you get to gun down lots of dudes.
LW: I agree. I barely even listened to those dudes. Knowing what I was getting into, I skipped their dialogue and shot them up. Really, I just wanted some quick loot to sell for even quicker cash, which leads me to one of my biggest gripes with this game: There’s so much shit to collect. I know that’s very Bethesda but wow, the sheer amount of stuff to pick up and pore over in this game is staggering.
CP: That’s one Bethesda-ism I have no problem with. I find it comical and enjoyable. In that research base where you fight the pirates, I saw a little zen garden on someone’s desktop and immediately grabbed it for my own. It’ll be one of the millions of stolen items eventually decorating my ship or my space-house or whatever.
EG: Has anyone tried to do persuasion?
LW: Yeah I tried it on the dude at the bar when looking for Moara. (Jack, I think his name was. Maybe John?) I failed it, but then got Sarah to convince him to lower the price of his info, which worked.
CP: I tried to get out of killing the initial pirate boss with persuasion. I failed, and didn’t fully grasp how it worked. There was a pop-up that said something like “you can’t fail if your previous choice succeeded.” Huh? Anyway, I’m sure I’ll make sense of it in time but it was a little befuddling at first.
AM: I used one of my first skill points for speech, and tried persuasion with the bar guy as well. It worked, but I also did not fully comprehend what I was doing
EG: Yea, there’s a later mission where you are trying to convince a dad alienated from his son to hand over a map and at first it’s like, okay how are we gonna navigate 30 years of emotional baggage and then instead I said something like, you know giving him the map is what so-and-so would have wanted, and bingo. It was so goofy.
Claire Jackson and Zack Zwiezen enter the chat.
Zack Zwiezen: I’ve used persuasion a few times and it’s been helpful. Skipped the pirate boss fight, for example. I’m still learning how it works, but its nice to see Bethesda bringing back some RPG-ish systems like that. Reminds me of the weird Oblivion persuasion minigame! With the weird circle and sliding stuff around. I don’t think I ever got good at that one. This Starfield one seems a bit simpler and I think I mostly get it.
Claire Jackson: Good to know you can skip the pirate boss fight…my attempt at resolving that ended up with me bashing an ax into his face. And I was genuinely trying not to kill anyone. Period!
Maybe it’s just the nature of the game’s opening needing to hold your hand to learn all its complex systems and set you up for the quest, but I was also dismayed that I couldn’t choose to stay on the mining planet. I mean, I touched a weird thing, saw a weird thing, and now some rando is like, “Here take my ship and go talk to this space secret society or whatever, though they won’t have answers for you. Sorry. By the way, you’re a captain now!”
ZZ: It moves pretty fast and I wonder if that was a reaction to how slow Fallout 4‘s intro was and how people didn’t seem to like that.
EG: I was so relieved. No messing around.
ZZ: Agreed. It was nice to just get going. I was worried I’d have to spend four hours in the mine finding a sweet roll for someone.
CJ: I wanted to mess around lol. I wanted to just hang out and mine some stuff. The game wants me to be a hero so badly, and enough games do that for me that I kinda wanted this to unravel itself a bit more slowly.
ZZ: I will say, once you get through with that first big quest and intro stuff, the game truly goes, “Okay, do whatever you want.” At that point you can go be a space miner and never worry about the main story again.
CJ: That’s a relief. So maybe my space gal can be someone who just had one traumatic encounter with space pirates, dropped off some weird who-the-hell-knows-what to these brainiacs, and then just went about her life where she’ll unpack that PTSD-inducing episode after years and years of therapy. That’s all I want. Space therapy.
AM: Within moments of picking up my rock cutter laser I tried to kill someone in the mines, so the intrusive thoughts are already beating my ass.
ZZ: Hot tip: That laser cutter is a very good weapon early on and uses no ammo! It stunlocks people and can even blow up their packs, killing others. Handy! And fun.
EG: Starfield is definitely a resource-extraction fantasy. Mine stuff! Loot stuff! Steal stuff! Use it to do cool things. So far navigating relationships and political factions has really taken a backseat.
ZZ: It was nice to end my time with the first companion, Sarah, and not feel like she wanted to jump my bones. A break from Baldur’s Gate 3, haha. But yeah, it’s clear that certain parts of Starfield got more attention and resources than others.
EG: I found a mysterious map to a pirate hideout or something earlier this morning so that’s cool. The thing keeping me excited to come back at the moment is the fact that it still feels like there are a ton of possibilities lurking out there. Whether that’s actually the case or not, the early game is really good at making you at least feel like you’re barely scratching the surface.
LW: I agree. I’m sure the novelty of Bethesda’s systems will wear thin after a few dozen hours, but the early game has me hooked. Running up to my ship, hopping into the cockpit to blast off into the cosmos, getting into a couple of dogfights with space pirates then looting their ships, landing on a planet to sell my goods before embarking on a bounty—it’s all giving Cowboy Bebop, a fantasy I’ve longed for in video games. It’s not totally there. Some mechanics are still quite unwieldy, but Starfield is letting me live out that bounty hunter lifestyle, and I simply can’t get enough of that right now.
AM: I did get a similar feeling to one I saw Ethan mention on Twitter (X, whatever) before—I woke up excited to play this. For all the jank, for all the confusing menus, there’s enough good stuff here that I am willing to spend more time exploring, lurking, looting, and what have you. How long will this last me? I’m not sure yet. But for now, I’m not all that angry that I’m going into this long weekend with a cold—now I can just sit inside and play Starfield.
A newly listed estate offers a glimpse into the timeless luxury of St. John’s Island, Florida, where … [+] refined living meets natural beauty.
Dale Sorensen Real Estate
From its groundbreaking in 1969 as a residential development, private St. John’s Island north of Vero Beach, Florida, has been aimed at those with “discerning tastes.”
Fast-forward to 2023, and the private barrier island community of 1,650 acres in Indian River Shores boasts such amenities as three championship golf courses, tennis, a beach club and miles of private beach access.
Nestled within a nature preserve along Indian River, 80 Stingaree Point exemplifies the harmony … [+] between luxury living and untouched beauty.
Dale Sorensen Real Estate
With asking prices that can reach upward of $20 million, the island’s gated estates offer a lifestyle that appeals to a highly elite and exclusive clientele, says Troy Westover of the Westover Team at Dale Sorensen Real Estate. “The very finest that Vero Beach has to offer in country club living.”
Westover is the listing realtor for one such estate at 80 Stingaree Point designed for indoor-outdoor living and priced at $12.9 million. The more than 1.5-acre wooded property is encompassed by a nature preserve along Indian River.
The heart of 80 Stingaree Point contains a kitchen adorned with white cabinetry, Wolf appliances, … [+] and a cascading marble island.
Dale Sorensen Real Estate
“Homes of this caliber in John’s Island rarely come onto the market. Among other things,” he says, the quality of the serene retreat underscores “the difference between the rich and super-rich.”
A gently undulating paver driveway leads to the home’s portico-sheltered entry and the three-car garage. Windows in and above the front door provide a look through to the lush tropical greenery of the backyard.
White oak plank floors, crown molding, and meticulous attention to detail grace every corner of this … [+] 5,000+ square feet retreat.
Dale Sorensen Real Estate
The wainscotting-lined foyer opens to an elegant living room with a fireplace, French doors and lighted tray ceiling. A cathedral ceiling tops the formal dining room.
Tall ceilings, crown molding and white oak grain plank floors carry throughout the interiors. With more than 5,000 square feet of living space, the retreat includes a family room, office, five bedrooms, six full bathrooms and a powder room. The primary suite has a dressing room, separate mahogany walk-in closet, rain head shower and two safes.
A poolside paradise includes a large covered patio with an outdoor kitchen.
Dale Sorensen Real Estate
The kitchen features white, glass-fronted and wood cabinetry, stainless-steel Wolf appliances and white backsplashes. The cascading marble center island has seating for three.
Sleek travertine tile decking surrounds the aquamarine-hued swimming pool and spa at the rear of the house. A pool house is on one end near a stretch of lawn and winding stone path. A fire pit sits near a covered patio off the house with a barbecue center and seating and dining areas.
A pool house sits at the other end of the swimming pool.
Dale Sorensen Real Estate
There’s also a new dock along John’s Island Sound Intracoastal.
Westover envisions the buyer of the Stingaree estate being a high-net-worth individual seeking a second/vacation home or a retiree who wants a full-time residence where family and friends can come to visit.
John’s Island spans 1,650 acres in Indian River Shores and boasts such amenities as three … [+] championship golf courses, tennis, a beach club and miles of private beach access
Dale Sorensen Real Estate
Asking prices in the neighborhood can reach upward of $20 million.
HORTON, Kan. (WIBW) – One man from Kansas and three from South Dakota are behind bars after meth, marijuana and drug paraphernalia were found in two separate traffic stops in Brown Co.
The Brown Co. Sheriff’s Office says that around 8 p.m. on Thursday, Feb. 23, officials stopped a vehicle in the area of 5th Ave. and W. 15th St. in Horton for a traffic violation.
During the stop, officials noted that K-9 Carla indicated that drugs had been in the vehicle and an investigation ensued.
During the investigation, the Sheriff’s Office said about 6 grams of methamphetamine, pipes, baggies, needles, syringes and marijuana were seized as evidence.
As a result, officials said John Whipple, 23, of Sioux Falls, S.D., Eric Cournoyer, 39, of Wagner, S.D., and Brand Langland, 56, of Sioux Falls, were all arrested. All three were booked into jail on possession of meth, possession of marijuana and possession of drug paraphernalia.
The Sheriff’s Office noted that Horton Police and Sac and Fox Police both aided in the investigation.
Then, around 3:15 a.m. on Sunday, Feb. 26, officials said they stopped another vehicle in the area of 250th and Prairie Rd. for a traffic violation.
During this stop, officials also said meth, marijuana and paraphernalia were found. As a result, Zach Brown, 40, of Highland, was booked into jail on possession of meth, possession of marijuana, possession of drug paraphernalia and a felony warrant for parole violation.
It began in 1998, with the release of Xenogears. It began in 2002, with the release of Xenosaga Episode I. It began in 2010, with the release of Xenoblade Chronicles. It ended in 2022, with the release of Xenoblade Chronicles 3.
In all likelihood, it will begin again. Takahashi, like so many artists, compulsively retreads the same ground in nearly everything he creates, and there’s no reason to suspect Xenoblade 3 will be his last project. But the game nevertheless represents a major milestone in the director’s decades-long career—the first time one of his outsized, idiosyncratic, multi-game sci-fi RPG projects was fully realized and brought to its natural, intended conclusion. That’s not just speculation: in a statement made shortly after the game’s release, Takahashi personally described Xenoblade 3 as the end of the overarching narrative that began with the original Xenoblade Chronicles. The series may very well continue, he says, but this particular arc will not.
Crucially, in this same statement, he refers to Xenoblade 3 as a “culmination.” In context, this can be taken to mean a culmination of the ideas and mechanics conceived in Xenoblade and Xenoblade 2, but I see Xenoblade 3 as something much grander. I suspect he does, too.
Every game Takahashi directs for the remainder of his career will inevitably be compared to Xenogears. Chalk this up to a few factors. The first, and most obvious, is that he can’t stop remaking it. Thoughthe 1998 PlayStation game never received any direct sequels or spin-offs, Takahashi has borrowed heavily from it in every game he’s helmed since. The second is that Xenogears is one of the greatest and most ambitious games ever made, far beyond the scope of most JRPGs before or since, with a knotty, complex plot that openly incorporates elements of, among other things, Gnosticism, Jewish mysticism, and 20th-century psychoanalysis.
But most compelling of all—the foremost reason Xenogears has always functioned and will continue functioning as the skeleton key to Takahashi’s work—is the fact that it’s unfinished. The game’s precarious development cycle is, by this point, a legend unto itself, an inextricable meta-framework that clarifies and enriches the unevenness of the text.
In brief: Xenogears was huge. Its team was comparatively small, and lacked experience with 3D modeling and level design (unlike most JRPGs of its era, Xenogears boasted fully three-dimensional environments and a dynamic camera system). Ideas got bigger as deadlines got closer, and the developers faced a choice: release the game on one disc and end on a cliffhanger, or finish the story across two discs, with the second somehow shortened. Takahashi, preferring an imperfectly-told story to a half-told one, chose the latter. As a result, the final ~15 hours of the game are presented in a visual novel-adjacent format. Revelatory plot developments and large-scale conflicts are compressed into a patchwork of text crawls, displayed against sparse backdrops that, at times, resemble a stage. Prior to any of its spiritual successors, prior even to its own conclusion, Xenogears begins adapting itself.
This is all to say that Xenoblade 3, and indeed the entirety of Takahashi’s corpus, cannot exist in a vacuum. His debut project is one that practically begs to be relitigated and reinterpreted. All of his preoccupations are present here, in some form, at ground zero. To really get a handle on what he’s been building toward for the past twenty-odd years—on why Xenoblade 3 is, in its own way, a triumph—we need to perform our due diligence. We need to start with Xenogears.
(This piece contains spoilers for Xenosaga and Xenoblade Chronicles 3.)
The First: Xenogears
From the opening of Xenogears (and Revelation 22:13).Screenshot: Square Enix
Luckily, Xenogears isn’t actually that complicated. It’s just about love.
All of Tetsuya Takahashi’s games are about love. Even at their most convoluted, their most esoteric, and, yes, their most cringeworthy (hello, Xenoblade 2), they’re love stories. The man can’t help himself.
I’m being a bit facetious. Of course Xenogears is complicated, sometimes exhaustingly so—while replaying it in preparation for this piece, I frequently found myself tabbing between a Carl Jung study guide and several different passages from the Nag Hammadi codices—but its density is a means to a relatively clear-cut end. It poses a question, philosophically broad but emotionally precise: what does it mean to love something? To love another person, to love humanity, to love God? After about 60 hours, it arrives at something resembling an answer.
The circuitous path to that answer begins in the remote pastoral town of Lahan, in the country of Aveh, which has been at war with neighboring country Kislev for 500 years. The scales have tipped in Aveh’s favor due to its widespread usage of “Gears”: giant fighting robots excavated from the ruins beneath the country’s desert. After an Aveh-led black op gone awry embroils unwitting Lahan resident Fei Fong Wong—an amnesiac painter—in this conflict, he eventually stumbles into the discovery that both sides are being puppeteered by a third, far more powerful political entity called Solaris. Elhaym Van Houten (Elly for short), a high-ranking Solarian soldier, repeatedly crosses paths with Fei, and together they learn of a covert plot to resurrect an ancient biological WMD called “Deus” by supplying it with mutated human flesh. More importantly, though, they fall in love.
These ideas were not Takahashi’s alone. In the early ‘90s, while working at Squaresoft as a graphics artist, he became acquainted with fellow employee Kaori Tanaka (who now works under the pseudonym Soraya Saga). He and Saga shared a number of interests: science fiction, history, literature, religion, philosophy, psychology. Together, they began drafting a story. That story became Xenogears, and their friendship became a marriage.
A photo of the Final Fantasy VI staff. Takahashi is fifth from the left, and Saga is next to him.Photo: Square Enix / Final Fantasy Wiki
Saga’s contribution to Xenogears cannot be overstated. By all accounts, she was responsible for the two ideas that would eventually form the narrative bedrock of the game proper, those being Fei’s struggles with multiple personality disorder and antagonist Miang Hawwa’s role as a feminine AI. Saga and Takahashi collaborated closely on both outlining and scriptwriting, and though she doesn’t share her husband’s director credit, it would not be an exaggeration to say that, conceptually and ideologically, half of Xenogears belongs to her.
Once again, it becomes impossible to decouple the circumstances of the game’s production from how it operates as a work of fiction. A story about love, written by two people in love, packed end to end with their mutual obsessions. Its philosophizing takes on an almost conversational quality: the more Xenogears breathlessly divulges its ideas, the easier it is to imagine it as a match of intellectual ping-pong between its creators, the result of years of discussion and debate and scrutiny and affection. The game’s unrelenting determination to see itself through to the end despite its concessions illuminates the compulsion behind it. Takahashi and Saga needed Xenogears to exist; it was their love made manifest. If it resonated with even a single person, that would be more than enough.
Thankfully, it resonated with plenty of people, because it’s a compelling, provocative game. Xenogears’ cult status is unsurprising: even on the most superficial level, it’s catnip for proper noun recognizers, pulling unabashedly and without hesitation from every imaginable creative stratum and allowing high, low, and pop culture to collide violently in the shifting currents of its ocean-vast design. This is a work as inspired by Jung as it is by Super Dimension Fortress Macross, as evocative of Arthur C. Clarke’s poignant novel Childhood’s End as it is of the Apocryphon of John. Government-operated facilities that turn people into food are called “Soylent Systems,” the quantum supercomputer overseeing all life on the planet is called “Zohar,” one of Fei’s former incarnations is literally named “Lacan.”
Most of Xenogears’ original English localization team abandoned the project early on because of its esoteric script, leaving translator Richard Honeywood to do much of the work himself.Screenshot: Square Enix
The weight of all these allusions threatens, at times, to break the bank. In isolation, they mean little. A story serving up a mile-high layer cake of intertextuality does not automatically render it intelligent or insightful. Xenogears certainly isn’t lacking in ham-handedness, but its influences are, by and large, only scaffolding, and invoked with utmost sincerity. They’re deftly channeled into our understanding of the world and characters, existing primarily to generate drama. The game is not smart because it references psychoanalytic theory and Gnostic doctrine. It’s smart because it understands how these concepts could meaningfully inform the identities and beliefs of human beings.
Fei’s splintered personalities and incarnations are an oft-referenced example, and for good reason: they’re patterned after a widely-known psychoanalytic schema (that being Freud’s theory of the id, ego, and superego), and lend themselves well to straightforward interpretation (Fei’s most antagonistic alternate personality is named “Id,” and much of the rest can be inferred). By the game’s end, this configuration has transcended metaphor and become a catalyst for an exceptional character study, realistically curdling Fei’s relationships with others and himself while drawing the curtain back on his most deeply held personal apprehensions. It’s telling that he doesn’t map precisely onto any particular model–these models are not, ultimately, the point.
This ethos is just as apparent in the game’s broader strokes. There’s a moment relatively early on in Xenogears when one of its major characters, Margie, gives the rest of the party a guided tour through a cathedral in her hometown. Margie is a spiritual leader by blood, and acts as something of a foil to her more literal-minded companions. She draws their attention to two enormous statues near the cathedral’s altar, each depicting an angel with only one wing. This blemish, she says, is by design. “God could have created humans perfectly, but then, humans would not have helped each other,” she explains. “So that is what these great single-winged angels symbolize… in order to fly, they are dependent on one another.”
Here the game generously offers us its thesis, and the thesis of more or less every Xeno game, on a silver platter. It suggests that divinity and weakness coexist symbiotically in human beings, and bridges that gap with a call to mutual aid. It asserts that people can find God in their own mortal lives, that helping and loving one another is the strongest possible application of faith.
The visual motif of two one-winged angels recurs throughout Xenogears.Screenshot: Square Enix
That Xenogears has such a defined thesis at all is indicative of its thoughtfulness. The game is in active conversation with its influences; its conclusions are its own. Its primary antagonist, Krelian, is a pure Gnostic, regarding humans as deficient and taking drastic action in service of transcending the Demiurge (the aforementioned Deus, which functions as a conduit to a higher plane of existence). Fei rejects this. He knows he doesn’t need God to feel whole. He just needs Elly.
Fei and Elly are the beginning and the end. Their love is the grounding force behind every arcane reference, every serpentine plot thread. An artist and a soldier, adrift on opposite sides of a centuries-long war, find one another, and in doing so, find providence. The majority of Xenogears’ grandest thematic gestures—most of which would become Takahashi staples—orbit this relationship in some form. Spirituality, class warfare, familial trauma, systems of control, cycles of rebirth, lives as a resource, desire for community—all are addressed, explored, and embodied on an intimate, human level. It feels honest. Occasionally, it even feels adult.
It’s equally exciting and frustrating that most of these ideas only really hit full tilt in the game’s truncated final third. Disc 2 of Xenogears is one of the most texturally bewildering stretches of any video game I’ve ever played, lofty in its aims and deeply moving in its dedication but so clearly a mere trace of all it was originally conceived to be. As incredible as it often is, it aches to be more. Fans and detractors alike have opined that the game would be a paradigm-shattering masterpiece had it been fully realized, lamenting all the quests they’d never get to see and dungeons they’d never get to explore. Personally, I’m not so sure. Xenogears left me wanting, yes, but would filling in its gaps dilute the white-hot nitro burst of creative energy fueling its final hours? Would a “complete” Xenogears feel as raw, as authentic? Would Takahashi still be remaking it?
A scene from the beginning of Xenogears’ second disc. From this point forward, much of the game’s story is presented in this format, save for a few boss battles and dungeons.Screenshot: Square Enix
On one hand, maybe Xenogears needs its abridged disc 2. Its flaws dovetail rather poetically with what the game is trying to say about the virtues of human imperfection. On the other hand, it mostly stops being a video game, which is a shame because Xenogears is a video game for very specific reasons. The aforementioned 3D maps are crucial: this is a world built for tactility, for depth in the most literal sense. World immersion, it would eventually become clear, is one of Takahashi’s guiding principles as a game designer:
In terms of my own personal goal – my vision of an ideal game – I’d honestly have to say that [Xenoblade Chronicles] is barely 5% of the way there. My goal is to recreate the world itself. I think it’s valuable to develop projects with such lofty goals in mind. […] I know this is a pretty radical idea, but I think the future of [the RPG genre] is world creation that is good enough to be the equivalent of reality.
We can see this mentality germinating all the way back in 1998. Xenogears, for all its loquaciousness, wants us to play it. Its environments are beautiful, meticulously constructed dollhouse dioramas that encourage viewing from every angle, and its dungeons, for better or worse, haveplatforming. This floors me. In an era when even 3D platformers were still figuring out 3D platforming, Takahashi and co. plunked it right in the middle of their madcap anime role-playing game, taking extra care to consider how the areas interlocked in 3D space and what that could communicate about the world to the player. The quality of the platforming (not great) is beside the point. It’s the gesture that counts, and it counts for a lot. It brings us closer to that world. It brings us closer to the characters. We are participants in Xenogears, not observers. Welcome to interactive storytelling.
Babel Tower, one of Xenogears’ more infamous platforming segments. Note the compass in the corner, which denotes the player’s orientation in 3D space.Screenshot: Square Enix
So we play the video game. We explore the world. We kill the monsters. We pilot the robot. We get the girl. We watch the cutscenes. We fight God (sort of). We win; roll credits. Finished at last, we breathe a deep sigh and begin mulling it all over. Then one final morsel of text fades onto the screen. “XENOGEARS EPISODE V: THE END.”
What the fuck. V as in 5?
Xenogears, as it turns out, is even bigger. During the initial planning phase, Takahashi and Saga conceptualized a 6-part timeline stretching from the beginning of the game’s continuity to its end. Part 5 constitutes Xenogears’“present day”–in other words, the game itself. Parts 2-4, though not playable, are discussed in great detail. Parts 1 and 6 are practically untouched. At no point are any of these demarcations established in-game. It wouldn’t be clear what “Episode V” meant until the official Xenogears art book, titled Perfect Works, laid it all out two years later.
From Xenogears: Perfect Works. A visualization of the game’s full timeline.Photo: Square Enix / Internet Archive
Perfect Works—which, even in name, suggests a mythic, tantalizing vision, a towering opus that has yet to be realized—quickly became shorthand for Takahashi’s creative aims. When people realized just how much story he and Saga had wanted to tell, they began applying Perfect Works as a blueprint, wondering aloud if any of his new projects would finally convey it in full. As recently as Xenoblade 3, the speculation persisted: “Is this it? Is he finally doing Perfect Works?”
The answer is complicated.
Interlude: Xenosaga and Xenoblade Chronicles
Official art of Xenosaga’s two primary characters, Shion Uzuki and KOS-MOS, by lead character designer Kunihiko Tanaka. Tanaka also designed the characters for Xenogears.Illustration: Monolith Soft / Namco / Xenosaga Wiki
In 1999, Takahashi and several members of the Xenogears development staff split from Square and formed their own studio, Monolith Software, Inc. Their first project, published by Namco and released in 2002, was Xenosaga Episode I: Der Wille zur Macht.
If the brazen Nietzsche reference in the subtitle wasn’t an obvious enough tip-off, Xenosaga Episode I is every bit as philosophically dense as its predecessor. Another collaboration between Takahashi and Saga, it lifted numerous concepts very directly from Xenogears—most notably the Zohar, and its connection to the “upper domain” of the universe—and recalibrated them for an epic space opera. As a story, it’s intricate, absurd, emotional, and only occasionally dull. As a game, it’s dull slightly more often. I played it some years ago, and was fascinated by it. I have not played its two sequels, Xenosaga Episode II: Jenseits von Gut und Böse (2004) and Xenosaga Episode III: Also sprach Zarathustra (2006). Someday I will, and I’ll be fascinated by them, too.
Xenosaga’s fate was much the same as Xenogears’, this time stretched out over several installments. It was first envisioned as a six-game arc—as good an indication as any that, yes, this was Perfect Works 2.0—but complications stemming from Episode I’s rushed development resulted in that number being halved. Takahashi and Saga wrote the script for Episode I. For Episode II, they wrote a draft, which was then drastically altered by the rest of the team to accommodate a tighter scope. By Episode III, Takahashi was only working on the series in a supervisory capacity, while Saga had stepped down altogether. To date, Episode II remains her last scriptwriting contribution to a mainline Xeno game. (She would, however, help write the 2004 mobile spinoff Xenosaga: Pied Piper and the unrelated 2008 Monolith Soft game Soma Bringer. She also contributed to Xenoblade 2 as a guest artist, designing the character Yuuou (which, for some reason, was translated into English as “Gorg”).) Though Episode III was critically well-received, its lackluster sales left Monolith Soft’s future uncertain.
There’s a great deal to be said and written about Xenosaga’s own status as a compromised work, and how it applies its uniquely heady, off-the-wall ideas (Jesus Christ—as in Of Nazareth—is an actual character in these games, chunky PS2 graphics and all). For now, these considerations fall outside my purview. Just know that it’s big, messy, beautiful, and at least 60% Xenogears.
Concept art for Xenoblade Chronicles, featuring the titans Bionis and Mechonis, the bodies of which comprise the game’s overworld.Illustration: Monolith Soft / Nintendo
Monolith Soft was bought by Nintendo in 2007. Xenoblade Chronicles, Takahashi’s next major project, released in 2010. At that time, it was by far the most “complete” game he’d ever directed: a sprawling JRPG with a self-contained story, polished to a high sheen from start to finish, featuring colorful, well-rounded characters and an energetic real-time battle system. Everything about its design and presentation straddled the line between old and new. Originally, it was localized only in Europe, in 2011. Thousands of people, me included, wrote letters to Nintendo urging them to release it in North America. In April of 2012, they did. It’s my favorite game of all time.
Over the following five years Xenoblade spawned two sequels, the first one spiritual. Xenoblade Chronicles X, released in 2014, is perhaps the best example yet of Takahashi’s interest in world design, purposefully eliding much of its story in favor of giving players nearly unrestricted access to a gargantuan map. It’s the only Xenoblade game thus far to feature controllable mechs, and for that alone, it gets the gold star.
Xenoblade Chronicles 2 (2017) would be one of the worst games in history if it wasn’t one of the best. Its design is a queasy fractal of systems within systems; its aesthetics simultaneously evoke the imaginative whimsy of SNES JRPGs and the screaming-loud numerical bacchanalia of contemporary mobile gachas. At times, it’s agonizing. At others, it’s delightful. Eventually, it trips headfirst into saying something really interesting. I like it, because I like weird stuff. Your mileage may vary.
It also marked the series’ transition to something unexpectedly complex. Prior toits release, Takahashi said that the game, as with X, would be a separate continuity, à lanew mainline Final Fantasy entries. This was a bald-faced and hilarious lie. The final act of Xenoblade 2 established a cosmic, millennia-spanning throughline between itself and the original Xenoblade, jettisoning lore fragments in a thousand different directions and leaving the series wide open to further exploration.
Xenoblade was never meant to be a multi-game project. It wasn’t meant to be Perfect Works. And then, suddenly, it seemingly was. One can only assume that Takahashi used the first game’s success as an excuse to dig his heels in. This was to be his new outlet. Maybe, this time, he could finally bring it home.
On February 9th, 2022, Nintendo announced Xenoblade Chronicles 3.
The Last: Xenoblade Chronicles 3
The cast of Xenoblade 3, illustrated by lead character designer Masatsugu Saito to commemorate the game’s launch.Illustration: Monolith Soft / Nintendo / Masatsugu Saito
Immediately, the game looked familiar.
There were the designs, for one. Xenoblade 3’s ponytailed protagonist Noah bore a not-not-striking resemblance to Fei, and one of the first revealed villains, Consul D, was nearly the spitting image of Xenogears’ Grahf.
But these similarities were only skin deep. The game’s story, even with the scant information provided in the reveal trailer, was far more enticing. It supposedly concerned two nations, Agnus and Keves, locked in an eons-long war for reasons long forgotten. (Pop quiz: what other Takahashi game features two warring countries whose names begin with the letters A and K? You have five minutes.) Its central party was to be composed of two groups of three characters each—three from Agnus and three from Keves. Noah would lead the Kevesi group. The Agnian group would be led by a girl named Mio. It didn’t take an accredited Takahashi scholar to predict that Noah and Mio were probably going to fall in love.
They did, of course. I just wasn’t prepared for how much.
Not unlike Xenogears, Xenoblade 3 features an early scene that defines its goals more succinctly than I ever could. In the aftermath of an intense battle, the two groups of characters—still enemies at this point in the story—sit down and, understanding that they’re bound by circumstance and have no choice but to cooperate, introduce themselves to one another. They go around in a circle, say their names, and talk about their interests. It’s so sweet and so remarkably simple, and the simplicity feels like the point. Here are six people whose lives have been defined, in every imaginable way, by conflict. When the stakes suddenly change, words are all that are left. Aggression yields almost immediately to emotional honesty.
The newly minted friend group makes camp for the first time.Screenshot: Monolith Soft / Nintendo
Emotional honesty is vital in Xenoblade 3, which takes place in a deeply dishonest world. Every facet of it is designed to disallow growth and discourage connection. People aren’t born, they’re made. They live ten years at most, fighting the entire time. If they don’t fight, they die. After they die, their physical forms are reconstituted and their memories are wiped, and then they do it all over again. All in service of a war that, it’s soon revealed, is a farce orchestrated by an organization called Moebius, members of which draw sustenance from the bodies of dead soldiers and preside over human encampments like petty tyrants. They do this so they can live forever, because to be mortal is to invite change, and nothing is more frightening than change.
As always, love is the antidote. The operatic, time-transcending romance between Noah and Mio, echoing that of Fei and Elly, functions as a microcosmic distillation of the plot’s overarching conflicts. As “off-seers”—soldiers tasked with mourning the lives of their fallen comrades—they’re acutely attuned to cultural memory, or lack thereof. Together, they realize that uncertainty is preferable to stagnation, and that imperfection begets improvement. They see a hideous, mangled variation of their relationship in the characters N and M, who relinquished their humanity in favor of eternity, and decide to do better. Indifference becomes their greatest enemy. If the world prevents their union, then so be it: they’ll remake the world. Why wouldn’t they? Their love is stronger. Any system obfuscating it has no reason to exist.
The game’s definition of “love” extends far beyond just this central couple. Xenoblade 3 distributes dialogue fairly evenly among its main cast, and exhibits on average the highest quality of character writing in the series—a considerable improvement over the already wonderfully grounded Xenoblade. (Xenoblade 2 is Xenoblade 2.) A great deal of thought is put into particular frictions of even minor conversations, and before long, a friend group organically takes shape. Having painted a vivid picture of its unjust, overbearing world, Xenoblade 3 contends that nothing is more restorative than companionship. X-ray its story and you’ll find the skeleton of a road movie.
Noah and Mio, power couple.Screenshot: Monolith Soft / Nintendo
Companionship is, in fact, what much of the game’s design is predicated on. Its quest structure is boldly, confidently ridiculous: instead of simply talking to NPCs to get sidequests, players instead need to “overhear” NPCs voicing concerns, and then convene at a “rest spot” (usually either a campsite or a restaurant) so that the party can talk these concerns over at length, each member offering a distinct perspective. Only upon completion of this entire process, which often takes several minutes, is the quest made available. From a utilitarian standpoint, this is cumbersome. It adds several unnecessary steps to what should be a rudimentary and straightforward action. From a chilling-with-your-homies standpoint, it’s perfect. It speaks to Xenoblade 3’s desire to cram as much characterization as possible into every square inch of both playable and non-playable space. The game desperately wants us to understand these people, given what limited time they have.
Zoom out a bit and you’ll see this philosophy applied everywhere. The battle system functions as its own sort of interaction, with each character having the option to use any other character’s class at any time–a mechanic introduced following a scene where the entire party trades compliments. The brilliant “affinity chart,” which tracks every named character in the game and their relationships with one another, returns from the first Xenoblade. And many of these characters are folded into the main cast via “hero quests,” extended side stories focusing on notable NPCs with uniquely fraught connections to the war. Free them from Moebius’ control and they’ll join your party as optional seventh members, opening the floodgates to yet more conversation and further deepening the player characters’ involvement in the communities—and world—they inhabit.
That world (called “Aionios,” derived from Greek “aionioß,” meaning “without beginning or end”) is especially noteworthy, because worlds are Takahashi’s bread and butter, and ever since the original Xenoblade he’s taken a particular interest in their decline. Even sans impending doomsday scenarios, the settings of all three games in the series exist in varying states of sustained putrefaction. Xenoblade and Xenoblade 2 both take place on the bodies of massive living creatures that, due either to inadequate sustenance or resource mismanagement, are dying. 3, which merges the settings of its two predecessors, is a colossal graveyard, its landscapes littered with these creatures’ ancient, petrified remains. Strange explosions dubbed “annihilation events’’ frequently atomize large swaths of terrain without warning, gradually eating away at what little is left. Aionios’s denizens all intuitively understand that it’s dying, if not already dead. They’ve just been conditioned to accept it.
Maktha Wildwood, one of the more discernibly corroded regions of Aionios.Screenshot: Monolith Soft / Nintendo
It seems only natural that climate anxiety would eventually take root in Takahashi’s fiction, preoccupied as he is with notions of environmental hostility. His worlds are in active contention with their populations, usually as a result of humanity’s severe technological overreach. In Xenogears, this comes as a shock. In the Xenoblade series, it’s a given. Even when characters know little about their respective world histories, they know these worlds are impermanent and that their decay is accelerating. The challenge, then, is one of overcoming apathy.
Apathy as moral failure, and the subsequent effects of failure on the human psyche, were embodied in Grahf, one of Xenogears’ recurring villains (and yet another incarnation of Fei). Grahf’s inability to protect his loved ones resulted in a despair so overwhelming that he elected to be its agent rather than its victim. Xenoblade 3 iterates on this with the character N, a former incarnation of Noah, whose cruel disposition stems from his reluctance to acknowledge the impermanence of life–his own, and that of his partner. He fought back against Moebius, failed, and then sided with them, because in his cowardice he couldn’t bear failing again. For N, love is a corrupting force, not a healing one; it can be weaponized like anything else. He’s the most emotionally resonant antagonist the Xenoblade series has yet seen, and the dialectic between him and Noah—who tells him, to his face, that he’s full of shit—is a tidy summation of ideas Takahashi has toyed with for decades.
Xenoblade 3 is chock full of familiar gestures, taken to their logical extremes and amplified to a fever pitch. It’s loud, bright, and relentlessly earnest, and it packs more than a little revolutionary spirit. Closely examine even its gloomiest moments and you’ll find traces of celebration, of both its forebears and of itself. Gameplay is sharpened to a keen edge, level geometry is beautifully constructed, the plot is meaty, and the romance hits like a freight train. Seeing it all unfold with so much verve, knowing about all the curtailed projects that preceded it, is moving. Xenoblade Chronicles came more or less out of nowhere; Monolith Soft’s post-Xenosaga future was anyone’s guess, given Episode III’s underwhelming performance. Twelve years later, Xenoblade is a distinguished franchise, its ambition budding with each installment. Takahashi, with the aid of his peers, finally pulled it off.
And so, as is tradition, that timeworn rallying cry: “Perfect Works?”
Xenoblade 3 is superb. It is not, however, Perfect Works.
At least, it isn’t Xenogears. This seems to be the underlying assumption behind every piece of Perfect Works-related speculation: at the end of the day, people just want Xenogears, or at least something narratively identical but with all the names switched around. I can’t blame them, especially when Xenoblade 3 very intentionally teases out these reactions. Thematically, the two games overlap quite a bit, and Xenoblade 3 is indeed a culmination in a more general—and, I’d argue, more meaningful—sense. But it can’t be Xenogears. It doesn’t have enough ideas, and the ideas it does have aren’t interesting enough.
In all fairness, the same can be said for most games that aren’t Xenogears.
Speaking to Satoru Iwata in 2010 about the first Xenoblade, Takahashi said the following:
When you’re young, you’re brimming with creative energy after all, and it is a path everyone goes through. Among young game creators today, there is no shortage of people with the same approach I had, making games solely for those players who will understand what you are trying to achieve. I think that this sort of game is necessary in the video game industry.
But now, when I ask myself if I still have that drive, which was in a sense rash and reckless, the answer is of course that I don’t. At the same time, I now have a better view of the overall shape of things, and I feel that my creative range has increased. Recently, especially since becoming a father of two, I’ve been thinking more and more about how to make a game that will be enjoyed by a large number of players and that will strike a chord with them.
Admittedly, this gnaws at me. Takahashi’s overt admission that his new work lacks the hyperspecificity and unchecked passion of Xenogears and Xenosaga calls into question the value of Xenoblade as a product of personal expression. It also prompts me to re-evaluate my own relationship with it. Again: Xenoblade Chronicles is my favorite game. My love for it was (and is) owed in no small part to my perception of it as a thoughtful artistic gesture, in addition to its merits as both a video game and a work of fiction. It affected me in a very particular way at a very particular point in my life; maybe, if it were released now, my feelings would differ. In any case, putting it in conversation with its progenitor, I’m confronted with the realization that it may itself be compromised. Not in the literal, conspicuous way that Xenogears is, but in the subtler, more cynical way that so much art beholden to capital is. Mass appeal, tempering of difficult ideas, and diminished creative breadth.
To an extent, I’m sure this is true, because this is how creating in corporatized spaces works. With video games’ maturation into a lucrative global enterprise, risk-taking projects with the ideological heft of Xenogears have become rarer, at least from developers as high-profile as Square. Xenoblade and its sequels are bankrolled by Nintendo, one of the most recognizable corporate media entities in the world. Conclusions vis-à-vis limited artistic freedom are easy to draw.
But Tetsuya Takahashi is also a human being. Human beings change. At the time of the above quote, Xenogears was over a decade old. This year, it turned 24. Takahashi notes that since its release, he’d become a father, and consequently viewed the shift in his priorities as liberating. Retooling his interests for a wider audience was, in his view, a new and refreshing way to approach game development. If I’m being charitable, it sounds like a personal choice. And I want to be charitable, because I love these games, and because I believe this interpretation is supported by the text.
Though the series may lack Xenogears’ rougher edges, Takahashi’s fingerprints are still here, and they’re not particularly hard to find. The weapon wielded by Xenoblade’s protagonist explicitly references Leibniz’s Monadology; Xenoblade 2 is a frenzied riff on Plato’s allegory of the cave; all three organize their heroes and villains around Gnostic concepts. More importantly, though, they are—as with Xenogears—anchored by the thoughts and actions of people, and are concerned chiefly with the importance of community amid systems that discourage it.
Xenoblade 3 is a culmination because it’s Takahashi’s most potent love story yet. Its sincerity is all-encompassing. As I played it, three things became clear: one, that it’s a game written by a real human being with real human interests, not an automaton who has dedicated his career to clinical self-imitation. Takahashi understands better than anyone that truly “remaking” Xenogears means excavating the pathos from its core and refining it even further. (Fittingly, the most formally congruent scenes between Xenogears and Xenoblade 3 are montages in which two lovers repeatedly reconnect throughout thousands of years of history.) Two, that he is thinking very candidly about death, and what it really means to surrender oneself—and one’s family—to the future’s unknowns. And three, that this is, on a purely emotional level, the game he’s always wanted to make. Perfect Works, which largely fails to account for the emotional underpinnings of Takahashi’s work, is not a sufficient blueprint. Xenoblade 3 is similar in the ways that matter most, and different only inasmuch as its creator has changed.
Screenshot: Monolith Soft / Nintendo
In its final moments, the game pulls a crafty narrative trick. Having asserted that overinvestment in the present stymies acceptance of the future, it implicitly incriminates players who don’t want its story to end. The broader connotations of this, intentional or not, are not lost on me. Tetsuya Takahashi will probably never make another Xenogears. If he does, it may not even be on purpose. Instead, he’s making something new, something informed by but not derivative of his past. Xenoblade 3 is a culmination, not a retread. It looks forward, not backward.
It is, as with everything Takahashi has made, a creation myth.
WASHINGTON — President Joe Biden is hosting Pacific Island leaders for a two-day summit as the U.S. looks to counter China’s military and economic influence in the region. Pacific Island leaders, meanwhile, see an even more pressing concern: climate change.
Secretary of State Antony Blinken kicked off the summit on Wednesday with a luncheon for the Pacific Island leaders and other senior officials from the region. U.S. climate envoy John Kerry will hold a climate roundtable with the leaders, and White House national security adviser Jake Sullivan will join them for a dinner hosted by the U.S. Coast Guard.
Biden is set to address the leaders at the State Department on Thursday and will host them for a dinner at the White House. The leaders also are to meet with House Speaker Nancy Pelosi, Commerce Secretary Gina Raimondo and U.S. business leaders.
Leaders from Fiji, the Marshall Islands, Micronesia, Palau, Papua New Guinea, Samoa, the Solomon Islands, Tonga, Tuvalu, Cook Islands, French Polynesia and New Caledonia are attending. Vanuatu and Nauru are sending representatives, and Australia, New Zealand and the secretary-general of the Pacific Island Forum sent observers, according to the White House.
“This summit reflects our deep, enduring partnership with the Pacific Islands; one that’s underpinned by shared history, values, and enduring people-to-people ties,” Blinken told leaders as he opened the summit. Talks are expected to touch on climate change, the coronavirus pandemic and economic recovery, maritime security, environmental protection and the Indo-Pacific.
The first-of-its-kind summit comes as the administration has sought to demonstrate that the U.S. remains committed to being a enduring player in the region.
While the high-level gathering is welcomed by the region’s leaders as a signal of Biden’s commitment to the Pacific, there’s also a healthy skepticism about whether the United States will remain engaged for the longer term in the Pacific Islands. The area has received diminished attention from the U.S. in the aftermath of the Cold War and China has increasingly filled the vacuum, analysts say.
The Solomon Islands has signaled it was unlikely to sign on to a joint statement that the U.S. hoped to have hashed out by the end of the summit, according to a diplomat familiar with summit planning.
The diplomat, who was not authorized to comment publicly and spoke on the condition of anonymity, said the resistance is driven in part by the Solomon Islands’ tightening relationship with Beijing and in part is seen as an effort to press the U.S. for greater economic assistance.
A senior Biden administration official who briefed reporters before the summit said discussions on the joint statement are still ongoing.
For the Biden administration, stemming the growing influence of China is a high priority. But for many of the Pacific Island leaders, climate change is the existential crisis that demands attention above all else.
Last week at the U.N. General Assembly, Prime Minister Kausea Natano of the tiny island of Tuvalu described how rising sea levels have affected everything from the soil that his people rely on to plant crops, to the homes, roads and power lines that get washed away. The cost of eking out a living, he said, eventually becomes too much to bear, causing families to leave and the nation to disappear.
“This is how our islands will cease to exist,” Natano said.
In June, Inia Seruiratu, Fiji’s minister for defense, said at the Shangri-La Dialogue that “machine guns, fighter jets, gray ships and green battalions are not our primary security concern.”
“The single greatest threat to our very existence is climate change,” he said.
Plans for the summit were announced earlier this month, just days after the Solomon Islands called on the U.S. and Britain not to send naval vessels to the South Pacific nation until approval processes are overhauled. The Solomons in April signed a new security pact with China — a moment that analysts say has created increased urgency for the Biden administration to put greater focus on the region.
The United States and Britain are among countries concerned that a new security pact with Beijing could lead to a Chinese naval base being constructed less than 1,200 miles (2,000 kilometers) off Australia’s northeast coast.
Darshana Baruah, a senior fellow at the Carnegie Endowment for International Peace, said Beijing has been more present in the region in the last decades.
“The first questions from the islands to the United States are, ‘Is this going to last beyond the current tense cycle? Are you going to keep showing up,?’” Baruah said. “The second question is, ‘What kind of messaging is this sending across the Indo-Pacific? Are you mistakenly giving the impression that if you want Washington’s attention you must grab Beijing’s purse?’”
In the leadup to the summit, Pacific Island leaders made clear that they want increased U.S. assistance on battling the impacts of climate change and help for their economies recovering from the COVID-19 pandemic, according to a senior Biden administration official.
The official, who was not authorized to comment publicly and spoke on the condition of anonymity, acknowledged that the “lapse” in the U.S. efforts in the region comes up in “every meeting” with Pacific Island leaders. The White House plans to announce its first U.S. Pacific Island Strategy and announce that the Democratic president will appoint a U.S. envoy to the Pacific Islands Forum.
The U.S. will also be seeking to mend relations with the Marshall Islands, which for decades has been a strong ally but which is in a bitter dispute over a treaty that’s up for renewal.
Just last week, the Marshall Islands pulled out of a negotiating session with the U.S. over their Compact of Free Association, which expires next year. The Marshall Islands says the U.S. isn’t engaging in its claim for proper reparations from the legacy of U.S. nuclear testing in the islands.
The Marshall Islands says there was extensive environmental and health damage from the dozens of tests in the 1940s and ’50s, which a settlement in the 1980s fell well short of addressing.
The U.S. has treated the Marshall Islands, along with nearby Micronesia and Palau, much like territories since World War II, and observers worry that a weakening of those ties would play into the hands of China.
The administration in recent months has sought to have greater presence in the region. In February, Blinken became the first U.S. secretary of state to visit Fiji in 37 years. And in recent months, the U.S. along with Australia, Japan, New Zealand and the U.K. created an informal group aimed at boosting economic and diplomatic ties with Pacific Island nations dubbed Partners in the Blue Pacific.
During the Fiji visit, Blinken announced the U.S. would open an embassy in the Solomon Islands. The U.S. operated an embassy in the Solomons for five years before closing it in 1993. Since then, U.S. diplomats from neighboring Papua New Guinea have been accredited to the Solomons, which has a U.S. consular agency.
Guadalcanal, the largest landmass in the Solomon Islands, was the site of the crucial battles between Allied forces and Japan early in World War II.
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Associated Press writers Matthew Lee in Washington and Nick Perry in Wellington, New Zealand, contributed reporting.