In 2002, Star Wars: Bounty Hunter launched on PS2 and GameCube. The third-person action-adventure game let players hop into the bounty-hunting boots of Jango Fett aka Boba Fett’s clone dad from Attack of The Clones. It wasn’t great, but was a fun prequel to Episode II. Now, 20 years later, it’s been remastered, improved, and ported to new consoles, and while it looks and plays better than ever, it’s still mostly the same not-great PS2-era action game, but now with a flashlight. – Zack Zwiezen Read More
Microsoft shutdown the Xbox 360’s marketplace this week and nearly two decades after the console first launched it feels like the final nail in the coffin for a particular era of gaming we’ll probably never see again.
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The Xbox 360 came out a year earlier than the competition and $100 cheaper than the base PlayStation 3. It seemed to make all the right moves, using Halo, Gears of War, and Call of Duty to jump start online multiplayer into the soon-to-be dominant form of gaming, while investing it all back into indie curation, big exclusives, and marketing deal that made the console feel like the place everyone had to be.
In some ways it felt like the best of all worlds, and by the end of the generation you could pick up an Xbox 360 for just $100 and play dozens of the best games ever made. The culture was far from healthy, and some of the places making everything were a mess to work for. But it was also a fun time, and a weird one. Here’s what we’ll miss about it and why the Xbox 360 still feels so special to us.
Carolyn Petit: The first E3 I ever attended was in 2005, with the Xbox 360’s launch still some months out and I have to say, the games I saw on the show floor looked amazing. It’s hilarious to me now considering I haven’t even thought about this game in probably 15 years, but at that time, the game that blew me away the most was probably GRAW. Interestingly, though, despite my initial excitement about the console being rooted in its graphical power and my lust for next-gen spectacle, now, when I think back on what made the console so special to me, it’s not really about that aspect of it at all. What about you Alyssa?
Alyssa Mercante: I’ve told mine on Kotaku.com more than once, but I had borrowed my high school sweetheart’s original Xbox to play Halo 2 when he went away to college, but not long after that Halo 3 came out, which wasn’t backwards compat. So I went out during my free period in high school (we had an open campus for seniors, you could take your car and leave if you didn’t have class), and drove to a Target where I spent my summer job savings on a 360, Halo 3, and Xbox Live.
Ethan: I have zero recollection of the Xbox 360’s launch. What was I even doing at the time? 2005. Hmm. I was going into my senior year in high school, barely playing anything except for the occasional late-stage PS2 game—Shadow of the Colossus and Dragon Ball Z: Budokai, followed eventually by Okami and Final Fantasy XII. My only real memory of the beginning of that console cycle is my brother getting a PS3 and me having almost no interest in it. It wasn’t until my girlfriend’s roommate’s boyfriend in college got me hooked on Call of Duty: Modern Warfare 2 that I finally picked up a super cheap used Xbox 360 arcade edition for like $150. That four years after the console launched but still somehow only the mid-way point.
Carolyn: Yeah, I don’t remember exactly when I finally got one myself—I certainly couldn’t afford one at launch, and my memories of the time around release have a lot to do with playing Peter Jackson’s King Kong: The Official Game of the Movie (lol) at GameStop kiosks.
Moises Taveras: The first time I ever played an Xbox 360 also had to do with Call of Duty: MW2. It was all the rage with the kids in my middle school, but I was largely looking from the outside in as a) a PlayStation kid since my youth and b) someone who came from a family too poor to afford more than one console. But eventually, I made friends who had 360s and I remember us all cramming onto a couch in the smallest bedroom imaginable at our friend Howard’s house and playing local multiplayer matches till we lost our voices from shouting. I learned really quickly then that the 360 was synonymous with multiplayer and socializing with folks and it made me want one so bad. Little did I know I wouldn’t get a 360 till the very end of the console generation!
Carolyn: I think part of the Xbox 360’s dominance in that era can be attributed to the fact that it offered the best online experience for folks wanting to play Call of Duty, but it also did something incredible that totally won over people like me. I’m not saying I didn’t have an amazing time playing Gears of War co-op, I absolutely did, and huge credit to Microsoft for putting out a steady stream of banger exclusives that really made Xbox Live feel essential. But for me, when I think about the Xbox 360, what still gets me excited most is Xbox Live Arcade, and particularly amazing games like Pac-Man Championship Edition. Games like this took the arcade leaderboard competition of my childhood and absolutely exploded it. Suddenly I was staying up nights pouring everything I had into beating my friends’ high scores on online leaderboards for all the world to see. Man, it was incredible.
Moises: Supergiant Games’ Bastion absolutely blew my mind as far as what I thought games could be. It being a console exclusive to the 360 through XBLA broke my heart and kept me from the portfolio of what’d become my favorite studio, and then Xbox just kept pumping out indie titles like it. Honestly, my working definition of an indie game was largely informed by this era of XBLA games.
Xbox Dashboard Evolution 2001-2019 (Xbox Original, Xbox 360, One)
Kenneth Shepard: The Xbox 360 was the first console launch I was really tuned into the industry for. I was full-blown sicko mode for that thing as a kid, and was counting down the days. I was a huge Rare fan at the time and Kameo and Perfect Dark Zero were a huge deal to me. But broadly, I think I fell off video games for a bit because the system just didn’t speak to my tendencies. As Moises said, the 360 became the multiplayer system and I preferred gaming in solitude, and eventually pivoted to the PS3 in the final years of that generation. But I played the Mass Effect trilogy on the 360, so I ended up keeping an old 360 in my home longer than any other system. I had to replace the household 360 more times than probably any other system my family owned.
We got a launch window system that died by the time Halo 3 came out, so we had to replace it swiftly. Then I got my own 360 for Christmas 2009, just before the launch of Mass Effect 2. That sucker lasted over a decade. It gathered dust for large swaths of the time, but since I didn’t own an Xbox One, it was the only way for me to go back to my old Mass Effect trilogy saves until the Legendary Edition came out in 2021. So while I had mostly abandoned the system by the end of the generation, the 360 is still a defining system in my life because it gave me one of the most important video game experiences of my life. I’ll always be grateful for it, even if I think the Microsoft was a trailblazer for some of the industry’s worst modern tendencies with it.
Ethan: That was the other thing that I think tipped me in the direction of the Xbox 360 besides the price and walled multiplayer gardens. As someone coming from the PS1 and PS2, it just had more of the RPGs I was craving earlier or in better condition. I came to the original Mass Effect late but it blew my mind. I got to catch up on Star Wars: The Old Republic. It was synonymous with retro and couch-coop indie games for me like Castle Crashers and Super Meat Boy. It really did just nail a lot of the same things that the PS4 did a generation later and which ultimately helped Sony to reverse the tide.
Moises: it’s so weird to think about now given Xbox’s current situation and catalog, but the 360 was where all the games were!
Carolyn: Another thing that was a big factor for me, I have to admit, is that I was totally cheevo-pilled. The Xbox 360 brought about the advent of achievements and I got extremely excited about pulling off absurd things like beating Call of Duty campaigns on Veteran to get all the achievements. I no longer put much stock in achievements or trophies, but to this day I greatly prefer the at-a-glance number that reflects your achievements compared to all the trophies of PlayStation’s system. And on top of that, the whole interface on Xbox just felt so much more inviting to me than that on Sony. I think avatars were really smart of them to introduce in that era. I loved signing on and seeing little cartoon versions of all my good friends online, playing games of their own. In comparison to that, the whole interface of the PS3 just felt cold and impersonal to me, and that console would end up gathering dust in my entertainment center.
Ethan: The Xbox 360 home screen definitely felt a lot more inviting and hit that sweet spot of clutter to chill. The controller was also very solid. Have any of you gone back and tried to hold a PS3 DualShock? It feels like you’re being pranked. I take it none of you ever had an issue with red-ringing or other hardware failures?
Photo: Mark Davis (Getty Images)
Moises: Nope! Correct me if I’m wrong but those issues got ironed out with later iterations of the console, so by the time one of my best friends let me indefinitely borrow his 360, it was smooth sailing for me.
Carolyn: I did have to send mine back for repairs once, and for a while there at least, it felt like everyone I knew who owned one was hitting the red ring. There was a period there, at least in my circle of friends, where there was real disbelief and anger that Microsoft had sold us all a product that was so prone to failure. I think it speaks to just how fond people were overall of the console—its library, its interface, its online features—that today, when you bring it up, you’re far more likely to get fond recollections than bitter complaints. It was so good that even the considerable irritations so many of us experienced with it are now just a footnote in our memories.
Ethan: My console ended up red-ringing in like, 2012? But then I read that you can just put it in the oven and bake it at a low temperature to loosen up the glue. Has worked like a charm ever since.
Carolyn: Wow, I never knew that!
Ethan: I think one of the reasons people look back so fondly on the Xbox 360 is that, in retrospect, it felt like the last time you could contain the entirety of what was going on, coming out, and being talked about in your head at any given time. It was still very intimate and physical, with midnight launches and stacks of controllers in the split-screen coop session. There was spectacle with E3 but also the feeling you alone were discovering these incredible hidden treasures on Xbox Live Arcade, which was like a return to finding the internet for the first time again.
Carolyn: I agree. And they just had so many games that became sensations for a time, from Braid to Geometry Wars. The curation was exceptional, and it was an era in which it still felt like the whole culture, or much of it at least, could still come together for a few weeks around some exciting new downloadable game.
Moises: Yeah. By comparison, when the PS4 really started to pivot to those smaller more intimate games early in its lifetime, it wasn’t that those games were lesser, but it did feel like they were being more haphazardly thrown on the platform to fill gaps between big exclusives. Meanwhile XBLA had these clearly thought out rollouts and events that made a big deal of Arcade titles. Also everything was less shitty. Xbox Live Gold was the original multiplayer subscription, and the only one for quite some time, but it at least seemed to provide value with great deals and a platform that produced rock solid multiplayer hits. It also wasn’t as expensive as anything is nowadays.
Carolyn: Before we wrap things up here, I think we can’t talk about what an amazing console the 360 was without saying a little more about its games. Are there any games y’all want to shout out as particular favorites that really helped make that library great or were emblematic of what the console was doing? When I think about the 360, I think about how the grittiness of Gears of War coexisted harmoniously alongside the whimsy of Viva Pinata, and I’ll never forget the dozens of hours my friends and I spent driving around doing challenges together in Burnout Paradise. It really did feel, more than a lot of other consoles, like it offered something for everyone, and like the people behind it thought deeply about how to bring people together to share in the experiences it offered.
And even though some of its games were also on PlayStation, at least everyone in my friend group, won over by the cheevos and online features of Xbox, always bought multiplatform games there, which perpetuated the console’s dominance in that generation. It’s a little wild to think how this generation it feels somewhat the opposite for me, like most people I know play most multiplatform games on PlayStation. Wild how the tables have turned. But yeah, any other 360 shoutouts?
Moises: I cannot separate the 360 from the stunning role it did in promoting so many smaller studios to the mainstream. I already invoked Bastion from Supergiant Games, but I can’t not shoutout Limbo and Playdead, which has now delivered two absolutely singular game experiences in a row. Oh and Shadow Complex does still own.
Ethan: Limbo was incredible. While the indie darling backlash was fair and warranted, it was really an incredible run of curation there for several years. The Dishwasher games were great, and really spoke to that sense of Newgrounds 2.0 animating the grungy vibe of XBLA. It’s also wild how much Microsoft tried to court Japanese RPG fans with Blue Dragon and Lost Odyssey. For me personally, Dungeon Defenders is still an all-time great. One of the last times I was able to rope friends into playing something for hours with me on a couch.
I was trying to think of my top five favorite 360 games, exclusive or no, and couldn’t stop listing stuff. The end of that console generation was so strong, on both 360 and PS3, maybe there’s hope that the Series X/S and PS5 pick up in their final years. But with massive budgets, long development times, and so much risk-averse consolidation, I’m not hopeful.
Carolyn: Whether it picks up to some degree or not, I think it’s safe to say that there will never be an era quite like that exemplified by the 360 again. The console was just perfectly poised to take advantage of a given moment in gaming culture and technology, employing exciting new ideas like achievements to build a sense of both community and friendly competition around games in ways that its library and online service leveraged brilliantly. Also, Sneak King was great.
Ethan: Any parting thoughts since you vanished, Alyssa?
Alyssa: LMAO. The time my 360 red ringed right before I went up for senior year of college. The day before. And I went out and bought another because not having one wasn’t an option. That or the time my mother heard me cursing out misogynists in Italian?
Ethan: Was it on the $3 phone bank operator Xbox 360 headset?
Multiversus, the Warner Bros. crossover platform fighter starring Batman, Shaggy, Arya Stark and more, is out for real this time after going into a year-long hibernation. Now that it’s back and out of beta, the fighting game community is assessing if it could have the longevity of fighting games like Super Smash Bros. And some have already realized that smaller local tournaments, which often keep the game’s scene alive, could have trouble running Multiversus. That’s because, one significant change to the free-to-play model may make it prohibitively expensive to host Multiversus tournaments. – Kenneth Shepard Read More
The future of physical media took another blow as Target confirmed previously reported plans that it would stop offering physical DVDs in store and transition to only carrying a select number of films in brick-and-mortar locations during specific, limited times. However, the retail giant said games would be—for now—unaffected by this change.
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Over the last two years, we’ve seen more and more signs that the era of physical media might be ending. In 2023, Alan Wake II became one of the first AAA games to skip a physical release, and it can only be bought digitally. In 2024, Microsoft confirmed that Senua’s Saga: Hellbade II would also skip a physical release. We also learned earlier this year that Best Buy is winding down support for physical media in its stores and online. Checking the retailer’s site today, I can’t find any movies for sale. (Physical video games are still available.) Also in 2024, Disney shut down its long-running DVD/Bluray movie club. So yeah, if you like buying and owning movies and games, you might be nervous. And more bad news is here.
On April 18, IGN reported that a Target spokesperson told the outlet that the retailer is “transitioning the limited assortment of DVDs” currently available in some stores to its website, and now asks that customers shop for physical media online.
DVDs will sometimes be available at Target
However, physical movies and TV shows might return to stores during the holidays, when Target suggests people are more likely to buy a DVD.
“Based on our guests’ shopping patterns and broader industry trends, we’re transitioning the limited assortment of DVDs we carry in our stores to Target.com, where guests will continue to find thousands of titles,” the spokesperson told IGN. “Moving forward, we’ll offer select DVDs in stores when they are newly released or during key times throughout the year when they are more popular, like for gift giving during the holidays.”
IGN was told that this new physical media pivot won’t apply to video games, which will continue to be sold in stores.
While that might seem like good news, the reality is that if Target is willing to remove DVDs from its stores, then it might one day decide to cut physical games, too. And if that happens at enough retailers, then publishers might become less interested in spending the money on printing physical discs. That could lead us into a future where most big games only ship digitally. That wouldn’t be so bad if digital storefronts weren’t shutting down and old games weren’t being routinely killed by publishers after it’s been decided they are no longer profitable. We are entering a new era and it’s scary, folks. Hold on to your PS2 and Xbox 360 games tightly.
This story is part of our new Future of Gaming series, a three-site look at gaming’s most pioneering technologies, players, and makers.
Time will tell if those “PS5 Pro” rumors have any truth behind them. But until then, discussion about a hypothetical PS5 upgrade is a good opportunity to flesh out what we’d even want from such a machine in the first place.
So we turned to you, dear readers, to discover what would compel you to spend another couple-hundred bucks on an upgrade to Sony’s current console.
As suspected, the desire for an upgrade to the PS5 isn’t universal. Many of you said there was no need for one, regardless of whatever bells and whistles it might offer. Meanwhile, others made it clear that if such a thing were to exist, then it ought to deliver very clear performance standards. Other desires drifted into the “probably never gonna happen” category, especially those concerning backwards compatibility for games that pre-date the PS4.
Let’s dig into what you had to say about a possible “PS5 Pro.”
It’s been 15 years since the last proper game in the Mana series, and that one wasn’t even any good. The Final Fantasy action-RPG spin-off’s legacy has been marked by more downs than ups, but the peaks still burn so brightly in fans’ memories that it’s hard to believe the franchise won’t one day make good on its earlier promise. Visions of Mana is being pitched as exactly that. I hope it doesn’t let us down.
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Officially revealed during last night’s Game Awards ceremony, I initially mistook Visions of Mana for a Dragon Quest game. The trailer looked very pretty without being overly busy, and showed open environments and real-time combat that found a nice balance between barren PS2-era 3D zones and modern arenas bursting with too much detail. Not quite a big-budget blockbuster or a bold retro HD-2D reimagining, it seems to be charting a humble new beginning for the verdant fantasy franchise.
Mana series illustrator Airi Yoshioka’s designs sported glow-ups befitting the current PlayStation 5 and Xbox Series X/S console generations, while snippets of a score by returning composers Hiroki Kikuta, Tsuyoshi Sekito and Ryo Yamazaki sounded promising. The action, meanwhile, centered on the massive Mana tree and a handful of fights bookended by familiar Rabites and a Mantis Ant boss.
Visions of Mana will come to PS5, PS4, Xbox Series X/S, and PC sometime in 2024, at a time when Square Enix has been dipping into the back catalog more than usual. We recently got Star Ocean: The Divine Force and Valkyrie Elysium, fine games that were nice for longtime fans but didn’t exactly set the world on fire. Will the return of Mana be any different?
The series began as Final Fantasy Adventure on the Game Boy in 1991 before getting its own title and a breakout hit on SNES called Secret of Mana. The top-down action-adventure was like The Legend of Zelda with an RPG twist, including a leveling system, weapon combos, and a varied magic system. Instead of traveling alone you were accompanied by two AI companions, and like Final Fantasy there was an overworld map you could eventually traverse via a flying dragon.
The pixel art was gorgeous. The music was beautiful. To this day it has some of the best scored environments of any RPG. And despite a clumsily localized script, the dungeons, destinations, and pacing made it an unforgettable journey. The series continued with a Japan-only sequel (Trials of Mana), an experimental PS1 game (Legend of Mana), and a fantastic Game Boy Advance remake of the first game (Sword of Mana). Then things quickly unraveled.
Screenshot: Square Enix
The 2006 DS game Children of Mana was a randomly generated dungeon crawler that felt unimaginative and repetitive, and 2007 PS2 game Dawn of Mana took the series into 3D with a clumsy targeting system and character progression that reset after every chapter. A 2007 real-time strategy game for the DS called Heroes of Mana was overly simplistic and bland. The series’ identity fell apart outside of its unique art-style, pretty music, and familiar monster designs.
To rebuild, Square Enix returned to basics by remastering and porting the original games. In recent years fans were blessed with the Adventures of Mana remake, Collections of Mana ports, a Secret of Mana remake, a Trials of Mana remake, and the HD remaster of Legend of Mana. The series’ highlights have been assembled and modernized on every platform. The only thing missing was a new Mana game to rival the ones from 20 years ago.
“The development team have been working hard to ensure that Visions ofMana remains faithful to the series that players know and love while also offering fans and newcomers a fresh new experience with an all-new story, characters, and gameplay mechanics,” Mana series producer Masaru Oyamada said alongside the game’s announcement. It’s a promising start. But Mana fans have been burned plenty of times before. Please don’t let this be one of them.
Ahead of next month’s Grand Theft Auto VI trailer, three classic GTA games from the PlayStation 2 era are coming to Netflix’s mobile library in December. These might not be the versions fans actually want ported to more platforms, though, even if some visual improvements seem to have been made.
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We first reported on Rockstar’s plans to remaster GTA III, Vice City, and San Andreas for new consoles and mobile devices back in 2021. These remastered ports were finally released as Grand Theft Auto: The Trilogy – The Definitive Edition in November of that year on Xbox, PlayStation, and Switch. While select parts of them looked okay, the games were a mess, with new bugs, broken graphics, and other glitches. The issues were so bad that Rockstar Games did a very un-Rockstar thing and apologized to fans while offering them free copies of the original versions of the games on PC. And while the remastered GTA Trilogy did get some updates to fix its more egregious shortcomings, the games are still not fan favorites. That all being so, I’m not sure many people will be excited about these remasters making the leap to phones.
On November 29, Netflix announced that Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto: San Andreas—all released originally on the PS2 between 2001 and 2004—would be available on mobile phones starting on December 14. As with other Netflix-hosted games, you’ll need to be a Netflix subscriber to play these GTA ports on your iPhone or Android device.
Things look a bit different this time around…
Interestingly, comparing the screenshots of the new Netflix ports to the current console and PC versions of the GTA Trilogy reveals some changes have been made. I noticed this a lot in an early moment in GTA: Vice City. It seems as if the colors have been toned down a smidge and the overall image looks darker and more like the original PS2 version’s.
Screenshot: Rockstar Games / GTA Series Videos / Netflix / Kotaku
If you look carefully, you can still see the remastered Vice City Definitive Edition models and textures, so this is still (presumably) that version of the game.
But it seems someone has gone in and tweaked some visual settings—including the fog, based on other screenshots—to perhaps improve these new Netflix ports.
I’m intrigued by the changes, even if they are minor, as they seem to help the remastered versions of these beloved games look a bit more like Rockstar’s original open-world classics. So I might check these out once they arrive on mobile devices next month. I just have to remember how the hell you play Netflix games on a phone.
Daredevil: The Man Without Fear, a 2003 PlayStation 2 superhero game that was in development by 5,000 Ft. Studios for the PlayStation 2 before getting canceled, has resurfaced after 20 years with a new playable build.
The game preservation group Hidden Palace managed to release a playable version of Daredevil: The Man Without Fear on October 31 via member Casuallynoted, who apparently obtained the build from an anonymous developer of 5,000 Ft. It’s a late prototype with a fair amount of bugs, including possible crashes after the first chapter and getting stuck behind walls. That said, it still features the bones of what 5,000 Ft. Studios and publisher Encore Inc. were working on in collaboration with Sony during the early aughts.
The brainchild of 5,000 Ft. Studios, a Nevada-based developer whose previous credits only included two Army Men ports from 2001, Daredevil: The Man Without Fear started out as a simple project before ballooning in scope. Originally known as Daredevil: The Video Game before adopting the same name as author Frank Miller’s 1993 comic, Daredevil was prototyped as a series of “vignettes” showcasing pivotal moments in the blind crimefighter’s history.
However, as the Lost Media Wiki explains, Marvel’s imminent Daredevil movie project led 5,000 Ft. to rework the concept into an open-world adventure, now also slated for the Xbox and PC. Tensions arose when Sony had very specific requests for new types of gameplay to add to the game, while Marvel wanted it to hew more closely to the upcoming Daredevil movie.
More trouble struck when the developers tried to adapt the then-popular RenderWare engine to the project’s changing needs. After running into serious issues there, they reduced the project’s scope from open-world adventure back to linear brawler. Problems continued as “internal strife” at the studio caused it to miss its February 2003 release. A new date was set for summer, but staff departures and continuing bickering between Sony and Marvel put the final nails in the Daredevil game’s coffin. 5,000 Ft. Studios itself closed in 2012.
Now, though, thanks to an anonymous developer reportedly connected to 5,000 Ft. Studios, a near-final build of the canceled PlayStation 2 game has been released onto the internet via the game preservation group Hidden Palace.
Hidden Palace
Although it wound up getting canceled due to creative differences between Marvel and Sony, based on the video it looks pretty tight. It recalls early-aughts 3D superhero gems such as The Incredible Hulk and Spider-Man,with a bit of Tomb Raider mixed in, too.
The game apparently tells an original story based on the 1999 Elektra Lives Again comic and starring Daredevil’s arch-enemy The Kingpin. It’s a shame, then, that it was canceled just before completion. As The Hidden Palace notes, only the Game Boy Advance ever ended up getting a Daredevil game. The much less ambitious Daredevil: The Man Without Fear for Game Boy Advance arrived just in time for the Mark Steven Johnson-directed live-action film.
As Hidden Palace reports, the newly released build of Daredevil: The Man Without Fear is playable, but with several bugs and game-breaking glitches since it’s unfinished. It’s nice that this finally snuck out 20 years later, though still a bummer the project never got to live up to its potential. With the success of Insomniac Games’ Marvel’s Spider-Man series, and the Wolverine game on the horizon, maybe Daredevil will get another shot at video game redemption.
“There was a sense that video games were toys. And Sony is not a toy company.” That’s how a new mini-oral history about PlayStation revolutionizing console gaming begins over at IGN. The words belong to former head of Sony Worldwide Studios, Shawn Layden, and they ring true for anyone who grew up with an NES or SNES.…
Sony’s big press conference at E3 2006 rapidly became the stuff of legend. Awkward, baffling, hilarious, and stilted all at once, the presser—which touted the PSP and revealed the price point for the PlayStation 3—was easily one of the company’s most memorable, albeit unintentionally so, spawning an early, viral YouTube video memeing its most absurd moments, as well as other widespread mockery. And now, thanks to the preservation work of documentarian Danny O’Dwyer, you can watch the broadcast in stunning 4K.
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Through his crowdfunded documentary channel Noclip, O’Dwyer has been slowly digging up and publishing decades of video game history. From gameplay of unreleased titles to a scrapped 10-year-old Hideo Kojima interview to never-before-seen trailers, he’s got it all. And on July 21, he uploaded Sony’s two-hour E3 2006 presentation in the highest possible quality: 2160p at 60fps. Y’all, this is a time capsule worth watching for the first time if you’ve never seen it,, or reliving in HD if you have. Trust me, you’re in for a great time. So strap in, and let’s briefly remember this silly conference.
Noclip Game History Archive
The presentation had some cool games
There were some pretty cool games shown during the presentation. Syphon Filter: Dark Mirror, the fifth entry in the now-dormant third-person stealth-shooter series, was featured, along with PS3 launch title Genji: Days of the Blade. The best God of War clone, Heavenly Sword, was revealed with some cinematic gameplay. And we got our first look at what would become Uncharted: Drake’s Fortune, a game that would go on to introduce one of Naughty Dog’s most iconic IPs. On the games front, Sony’s E3 2006 press conference was serving it up, period.
The awkward moments were memeable
But in between these gameplay demos and teaser trailers were some truly stilted moments. Then-president and CEO Kaz Hirai trying to hype the crowd up by yelling, “It’s Riiiidge Racer!” The Genji: Days of the Blade presenter touting the game’s historical roots before fighting a giant enemy crab with a weak point you could strike for massive damage. Some random guy on the street talking about how it’s going to hurt when he beats you in PS3 games because “I don’t know.” It was a bonkers presentation that was as legendary as it was hilarious.
Donovansan
The price of the PlayStation 3 was a ‘yikes’
While the presentation opened with the high of Hirai talking about the fantastic success of the PS2, the best-selling console of all time, the ending was a serious dud. After all this boasting about the previous generation and showing off dope games for the next, Hirai revealed the PS3’s price: $500 for a 20GB console and $600 for a 60GB one. The announcement went over like a ton of bricks, perhaps in part due to the fact that the Xbox 360, already on the market for months, was considerably cheaper. It was a baffling price point that left me gagging, but the PS3 still wound up selling slightly more units than the Xbox 360 across its lifespan.
Saving footage that could have been lost forever
In an email to Kotaku, O’Dwyer detailed the work that went into uploading this memorable press conference. Saved on two HDCAM tapes by a video game website and bound for the landfill before O’Dwyer rescued them, he said that he “did basically nothing” to the footage, merely ripped it from the tapes and converted it to HD.
“The process is pretty simple, we use a professional HDCAM tape deck to pull the signal from [Series Digital Interface (SDI)],” O’Dwyer said. “I used a converter to swap that to HDMI and use a high-grade capture device to record that. Once I have it on a PC, I export a 4k version for YouTube (to access the higher bitrates available) and a 1080p version for archive as that’s its native resolution and we can upload the file to archive without it being re-rendered.”
Noclip
Asked why he thought Sony’s E3 2006 presentation became so notorious, O’Dwyer theorized that because memes were a lot rarer back then, it was easy for phrases as simple as “Riiiidge Racer” and “giant enemy crab” to live rent-free in our heads. Whatever the forces behind it, conferences like these are among the coolest pieces of video game history he’s stumbled upon since embarking on preserving the “few thousand tapes” that were almost lost forever.
Speaking of other favorites, O’Dwyer said, “The Nintendo Spaceworld demo is another because it’s such a beloved piece of footage that nobody had a clean copy of,” O’Dwyer said. “My personal favorite may be the Knights of the Old Republic E3 demo that had never been seen before. Especially given where that franchise is.” [A remake announced in September 2021 has been indefinitely delayed.] “I know that fandom has loved dissecting that video. A few days ago, I found a cache of E3 2004 press kits full of screenshots and videos, too. So every day we stumble on exciting new stuff.”
What O’Dwyer is doing is incredibly important work. Considering that 87 percent of classic games are being lost to time, mostly because old hardware is difficult to find and hard to maintain, there’s some comfort in knowing that there are folks out there working to preserve video game history. Because if we don’t remember where we’ve been, we can’t ever know where we’re going.
While The Lord of the Rings: Gollum may be one of the worst games of 2023 so far, even bad games can be fun to speedrun. In fact, sometimes the very things that make a game so frustrating for normal players—things like bugs and busted controls—can create exciting opportunities for glitches, level skips, and other ways for runners to shave time off a run. And in any case, Gollum’s horrible reputation hasn’t stopped two speedrunners from setting world records for Daedalic Entertainment’s stealth-action platformer.
The Week In Games: Protecting The Precious And Time-Twisting Platformers
Ian “WrldWideWasteland” Slater is a member of YouTuber Ethan Klein’s comedy podcast The H3 Podcast and a Twitch streamer with nearly 20,000 followers. He’s primarily known for his reaction content in the Just Chatting category, but he occasionally streams himself playing video games, as was the case with his June 10 Gollum livestream. This broadcast also happened to be a world record for the game, since WrldWideWasteland was the first person on record to beat it in a little under eight hours. (For comparison, How Long To Beat says it takes about 13-15.5 hours to finish the game. I completed Gollum in 24 hours.)
WrldWideWasteland VODs
The run itself wasn’t all that remarkable. WrldWideWasteland was just trying to get through the game as quickly as possible, not using advanced speedrunning techniques, so he didn’t perform any wild level skips or anything like that, instead just following the designated path the game telegraphs with white and yellow markings. He skipped most of the cutscenes, which shaved off a few seconds here and there, and spent much of the run jumping and sprinting to increase Gollum’s dismal movement speed. But between the long periods of waiting for things to happen—enemy pathing, loading screens, environmental puzzle movement, etc.—and repeatedly dying due to its cumbersome controls, it’s a miracle he finished the game at all.
“Fun game?” WrldWideWasteland said, repeating a question from chat. “I am not having a bad time playing this [game]. Surprisingly, I am enjoying myself.”
Hilariously, he died not long after saying this. At any rate, after suffering through the rest of Gollum, he rolled credits at 7 hours and 55 minutes, putting him at the top of Speedrun.com’s leaderboard. This was only temporary, though, as he tweeted on June 29 that the site sent him an email stating his sub-8-hour speedrun was toppled by Twitch streamer EZScape. “The worst email I’ve ever received,” he deadpanned, above Speedrun.com’s notification that his record had been bested by no less than 4 hours and 39 minutes.
The speedrunning pro has stepped up
EZScape is a full-time speedrunning YouTuber who mostly focuses on PS2-era console games such as The Simpsons: Hit & Run and Spyro the Dragon. He’s set world records in various categories for a number of games, including Dragon Ball Z: Sagas, Full Metal Alchemist 3: The Girl Who Succeeds God, and Super Smash Bros. For Wii U, with Gollum being his latest first-place feat as he set a new world record for the game with a completion time of just under three hours.
No tea, no shade, as again, WrldWideWasteland didn’t set out to pull off a particularly high-level speedrun of Gollum, but EZScape’s run was much more skillful. While doing many of the same things as WrldWideWasteland—like jumping and sprinting to get around faster—EZScape also employed a handful of full-level skips by glitching through walls and performing tricky platforming to bypass some of the designated pathways to set a much faster speedrun time. He died quite a bit, either through incorrect button presses or unfortunate bug occurrences, but it was still an entertaining accomplishment, particularly considering how miserable Gollum is to play.
“This is such a shit game, bro,” EZScape said about halfway through his speedrun, immediately after falling to his death. “Like, I don’t know how else to approach that [wall run]. Jesus. The fuck else am I supposed to do?”
While WrldWideWasteland was sitting pretty at the top of Speedrun.com’s Gollum leaderboard for a hot minute, EZScape came through with a record time of 2 hours and 53 minutes, shattering the existing record. The best part here is this time was EZScape’s second attempt at speedrunning Gollum, in which he shaved off nearly 25 minutes from his original 3-hour and 16-minute run.
Even ‘bad’ games deserve speedrunning love
In Twitter DMs with Kotaku, WrldWideWasteland, who described himself as a professional time-waster, said he thought speedrunning Gollum was a good idea because the game seemed like “possibly the biggest waste of time yet.” As such, he didn’t expect anyone else to finish Gollum, let alone beat his world record.
“I was blissfully unaware of EZScape, basking in my world record glory until he appeared out of the shadows haunting me like the wolf from Puss In Boots,” he said. “I can’t say his name three times or else he will climb out of my PC monitor like Candyman and I’ll be speedrunning to my doom. The guy is no joke. I don’t want any Sméagol smoke from [EZScape].”
While Gollum is arguably 2023’s worst game so far, WrldWideWasteland felt otherwise by the time he beat it. Sure, he said it seemed miserable at first, but after a while, he found a “relaxing quality” to Gollum’s gameplay loop. He even went so far as to call it a “work of art,” applauding the developers for the “visual magic” of making Gollum climb and jump for hours without showing any dick.
“The way he scuttles on the ground in a low frame rate with his little bulging grapefruit eyes and Bosley Hair Restoration greased-up skull is mesmerizing,” he said. “[You] grab some useless object, get stomped out by an orc, grab another thing, get smacked, jump somewhere, glitch out, get stomped out again—it’s a soothing hypnotic experience. Like listening to a meditation playlist of calming ocean sounds, except instead of ocean sounds it’s the screams of lost souls trapped in Hellfire and eternal damnation.”
WrldWideWasteland may be done with Gollum, though he jokingly suggested he “can’t wait for Gollum 2: Sméagol Strikes Back.” Although a sequel is probably not in the cards for this emo take on J.R.R. Tolkien’s hobbit, he certainly has no intention of speedrunning the game again or attempting to dethrone EZScape.
“Defeating EzScape’s Gollum speedrun would be like challenging the devil to a fiddle duel,” he said. “With every new playthrough, a piece of you dies. The game file becomes a horcrux. I don’t think I can go back to it.”
Screenshot: Daedalic Entertainment / Kotaku
EZScape told Kotaku over email that because his forte is PS2-era games, particularly licensed ones, speedrunning Gollum seemed appropriate. When researching the game to prepare for the speedrun, he said he stumbled upon WrldWideWasteland’s sub-8-hour run and had to rectify the record real quick.
“I wasn’t trolling WrldWideWasteland,” EZScape said. “I spent weeks routing and glitch-hunting Gollum before doing the speedrun (about 125 hours spent researching and practicing). I have a lot of experience in speedrunning games and have a general standard and vision for what I want a run to be before I ever begin a run. Usually, I don’t even submit my runs, but I saw his run on the leaderboard and didn’t want people who were thinking about speedrunning the game to think it was 8 hours long. So, I submitted for that reason and to maybe inspire some other speedrunners to pick it up and find new stuff.”
While EZScape has already crushed his previous Gollum world record of 3 hours and 16 minutes, his next goal with the game is to finish it in 2 hours and 40 minutes. But that’s difficult, EZScape said, because you can’t reliably “gauge [the distance] between where you’re standing and the destination and make an educated jump that will probably work out fine” in this game. And by his estimation, Gollum has “bad gameplay, a bad story, and bad performance.”
But when asked what makes Gollum a difficult speedrun, he said that, more than anything else, it’s “just due to the janky nature of the controls.” EZScape said. In terms of more specific challenges a runner tackling the game will have to contend with, he offered that “Gollum can get glitched just by swinging off a pole or he can randomly stumble when jumping up cliffs and if you mash jump (which you do very often in the run) when that occurs he can just let go. There are so many edge cases and nuances with the mechanics, it just takes a while to get a feeling for them.”
The game may be bad, but that’s no reason it doesn’t deserve a solid speedrun in his eyes. Just another day at the office, as EZScape put it. Speedrunning is not just a challenge for him, but a means to showcase his skills. It’s like solving a puzzle in an unorthodox way, which he finds both gratifying and satisfying. He’s got his eyes set on Pokémon Emerald after finishing up Gollum once and for all.
The Lord of the Rings: Gollum just ain’t the one in my eyes. For me, the game’s shittiness—in its enemy AI, controls, and puzzle design—would strip away any enjoyment there is in breaking it apart to look for exciting glitches and impressive level skips. But I appreciate the efforts of folks like EZScape, who dedicate hundreds of hours to even the worst games to find beauty and fascination in their awfulness.
The official reveal of a Metal Gear Solid 3 remake was one of the headliners of Sony’s recent PlayStation 5 showcase, but it likely won’t be finished for some time. Fortunately, a collection of Metal Gear classics is coming to modern platforms this fall and it will actually include more games than originally expected.
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Announced alongside Metal Gear Solid 3 Delta, Konami’s Metal Gear Solid: Master Collection Vol. 1 will come to PS5, Xbox Series X/S, and PC by way of Steam in just a few months, and the PlayStation store page (via Eurogamer) now shows that the original Metal Gear 1 and 2 will also be a part of the package, both of which laid the groundwork for a sprawling framework of political intrigue, Cold War paranoia, and a super complex family tree of guys named Snake.
That means the entire thing will house the first give games in the espionage stealth series:
Metal Gear
Metal Gear 2: Solid Snake
Metal Gear Solid (Including VR Missions/Special Missions)
Metal Gear Solid 2: Sons of Liberty (HD Collection version)
Metal Gear Solid 3: Snake Eater (HD Collection version)
The first two games were on the MSX2, Solid was on PS1, and Sons of Liberty and Snake Eater were on PS2. This is essentially the 2012 Metal Gear Solid HD Collection which brought these same games (minus Peace Walker on the PSP) to PS3 and Xbox 360, but which isn’t currently accessible on modern platforms. The only game not included from Metal Gear’s initial 20 year run is Snake’s Revenge, the first follow-up to the original game that wasn’t actually directed by writer and creator Hideo Kojima.
All of these games were previously delisted from older storefronts in 2021 over issues around “licenses for select historical archive footage used in-game.” Konami says the new collection will contain the original versions of the games with “minimal edits to copyrighted contents.”
In either case, it’s a lot of Metal Gear, and if it’s on par with Konami’s other classic collections, will hopefully be a decent tribute to and preservation of the franchise. We don’t have an exact price or a specific release date yet, but it should keep fans occupied until the Snake Eater remake, for better or worse, finally arrives.
Correction 5/26/2023 6:03 p.m. ET: Fixed the original platform for the first and second Metal Gear.
Best: New Toys: It’s hard to choose one thing that I’d call the best part of Vice City, the GTA game that brought the series to Florida and the 80s, but if I have to (Editor’s note: You do.) then I’d pick the introduction of more vehicles to the sandbox. In Vice City, you could fly in planes and helicopters, drive scooters, golf carts, dirt bikes, various boats, and even pilot remote-controlled helicopters, too. All of this made Vice City a more fun playground to tinker with between missions.
Worst: Crappy Combat: The annoying, crappy combat. While it’s mostly unchanged from GTA III, it stands out in Vice City more because everything else—like the improved visuals, larger map and better cutscenes—is so much better this time around. And Vice City has a ton of combat in it, making it even harder to ignore just how clunky and bad it is.
It’s the best-selling home video game console of all time. So yeah, the PlayStation 2 has some good games. But which of them are the best?
We’ve put this list (which is not in any kind of order or ranking) together based on a couple of considerations. Firstly, the list includes our own personal favorites from the time, of course. But also, given the fact we’ve got some perspective on the PS2 now, we wanted to acknowledge some special games that defined the PS2 experience, the kinds of games that we maybe only ever got because of the combination of the console’s place in time and its market dominance.
Before we begin, though, please remember to spare us your sob stories. If your favourite PS2 game isn’t here, chin up. Just because we didn’t dig a game—or didn’t think it was good or weird enough to make a list called THE BEST, or felt it was more deserving of going on another platform’s list (Rez, Resident Evil 4, etc)—doesn’t make your own feelings on it somehow invalid!
The increasing popularity of the Persona series in the West has been a wonderful if slow-burning thing to behold, ramping up over the last decade to the point where Persona 5 was a Very Big Video Game Release, and re-releases of older games are now headline news.
So it’s easy finding people to talk to about Persona 5 , and to watch videos about it, and read articles about it. Same goes for Persona 4, which has now been ported enough times (I first played it on Vita!) that it’s in much the same space. Basically, when people talk about modern Persona games, they’re usually talking about those two games.
Persona 3, a little less so, so in honour of its re-release this week I want to talk about it tonight, and see if I can get it added to your list of Games You Really Should Play.
Being the first “modern” Persona game, though—it broke from its predecessors and laid down the basic template the series has followed ever since—does mean Persona 3 has its rough edges. Its single enormous dungeon, for example, is hell, and for those who have only experienced Persona 5’s exquisitely dovetailed social links and subplots, you might find Persona 3 a bit creakier and more sparse when it comes to after-school activities. It’s also lacking some of the vibrancy and exuberance of the more recent games when it comes to its cast.
Reserve the next gen Samsung device All you need to do is sign up with your email and boom: credit for your preorder on a new Samsung device.
Not that this last point is a bad thing! There’s a lot to love about this more earnest tale, which has a nice tight focus to it, and it also has a dog, which is awesome.
Now that we’ve established how much I love Persona 3, I will now tell you that when it comes to deciding which version of the game to play, I love Persona 3’s handheld port—which just happens to be the version re-released this week—even more. Persona 3 Portable was first released in 2009 on the PSP, and I think it’s a modern marvel of game (re)design. It takes the heart of the Persona experience and re-crafts it for a portable platform in a way that Persona 4 Golden couldn’t come close to matching.
P3P’s isometric redesign gives it an almost timeless look, one I wish we got to see with later games in the series as well. Screenshot: Persona 3 Portable
Because the PSP couldn’t handle the fully 3D overworld of Persona 3, or fit its lavish animated cutscenes into its limited storage space, both of those pillars of the Persona 3 experience on PS2 are gone. While the loss of the anime-style sequences was a bummer, and 3D gameplay was preserved for the dungeon and combat, what Atlus did to replace the 3D exploration was a stroke of genius. Instead of stripping back the 3D sections with low-res textures and simpler models, they threw it out and replaced it entirely with a static, isometric version of Persona 3’s world.
This was, and remains, the superior way to play Persona. The series’ overworlds may have started to look busier in recent entries, but they’re still incredibly sparse in terms of what you can actually interact with. Trudging around them looking for a conversation or story sequence can be a drag. Persona 3 Portable’s system is a faster, cleaner way to spend your downtime, and has the added benefit of looking amazing. I held out hope for years that Persona 4 could get a mobile port that looked like this, and a small part of me is wishing for the same thing from Persona 5.
And we haven’t even got to the best part about it! No, the best part of Persona 3Portable was that in addition to the perspective change and some other bits of administrative tidying (like new difficulty options), the handheld port added a whole second protagonist, meaning that if you’d played through the main game already, well surprise, you could play it all over again and get a completely different experience.
“When I had the opportunity to play a favorite game all over again with Persona 3 Portable, I was happy to do so. I didn’t realize a virtual sex change would make the experience anything but the same as before.”
Having been very difficult to get hold of for years—at least in an official capacity—Persona 3 Portable is out now on PC, Switch, Xbox and PlayStation.
Grand Theft Auto: Vice City – 2002 Screenshot: Rockstar Games
Last year, footage of the next Grand Theft Auto—assumed to be GTA 6—leaked online. While Rockstar quickly tried to erase the videos from the internet and plug the holes in the ship, it was impossible to completely contain such a massive, unprecedented leak. So fans around the world got a very good look at the future of Grand Theft Auto. And now myself and others find it hard to go back to the aging GTA Online.
Late on September 19, 2022, 90 short videos of early gameplay of what would later be confirmed by Rockstar as the next GTA entry leaked online via a hacker. The footage revealed a lot about the next game in the massively popular open-world franchise, including that the series would be returning to Vice City, Florida, a fan-favorite location last seen in GTA: Vice City Stories, the prequel to the beloved PS2 classic, GTA: Vice City. It also gave us a good look at the new protagonists of this next criminal adventure and some of the missions we might experience when GTA 6 is eventually released. Fans even began mapping out the game’s virtual world using the leaks.
Rockstar undoubtedly hates the leak and likely wishes it could rewind time and prevent it from ever happening at all, but it did end up revitalizing the playerbase. For the first time in a long time, there was excitement and energy in the GTA community, which after years of GTA Online updates and poorly received remasters was in a pretty bad place prior to the leak. Even an early, unfinished or unpolished leak of GTA 6 was better than radio silence and glitchy remasters. People were pumped and hyped about the future of Grand Theft Auto in a way I hadn’t seen in years.
But then, once the leaks were scrubbed from the web and it became clear Rockstar wasn’t going to release any official teaser or trailer to capitalize on the moment, all I and other GTA fans could do was go back to GTA Online. And that’s harder to do now that I’ve seen the future.
Rockstar Games
The latest big and free expansion to GTA Online,Los SantosDrug Wars, was released late last year at a really bad time for me to play and cover it for the site. So I just…didn’t play it. For the first time ever in the history of GTA Online, I skipped a new update completely. I’ve still not played it. At first, I blamed my skipping of the latest update on bad timing and a busy schedule due to holidays and end-of-the-year content. But now, weeks removed from all that, with more free time to play stuff, I’ve still not fired up the new update. And I think it’s time to admit to myself that my growing burnout around GTA Online was increased greatly by that small taste of what’s to come. That look at the future of GTA in Florida ruined me.
I could go back and drive around the same highways and streets of Los Santos I’ve been cruising around since 2013. I could fire up the game and check out the newest business and missions connected to it. I could, sure. The thing is, I don’t know if I want to. I mean, eventually, I will play more GTA Online. I sort of have to as it’s part of my job here at Kotaku. Yet, if it wasn’t part of my career there’s a real chance that I might just never play GTA Online again.
To be clear: It’s not because GTA Online is worse today than it was a decade ago—it’s actually much better to play in 2023 than in 2013—but because getting a glimpse of a fresh new world has killed my desire to boot up the same old Los Santos after a decade of GTA Online and GTA V. I mean, just having new songs on the radio will be amazing. I love Queen’s “Radio Ga-Ga” but you can only hear it so many times in 10 years before you’re ready for new tunes, too.
At this point, I’m hoping the wait for Grand Theft Auto 6 and its sunny beaches, palm trees, and new characters isn’t too much longer, because I’m ready to leave Los Santos behind for a tropical vacation to Vice City.
What do you mean you don’t know what this is? Isn’t it obvious?Image: Impact Acoustics / Kotaku / LUMIKK555 (Shutterstock)
2022 was the year I decided to get serious about my retrogaming setup. I was tired of having a 104lb CRT dominating half my computer desk and a PlayStation 2, MiSTer, and whatever other consoles I was currently interested in always in peripheral vision. After a bit of thought I concluded that the TV and all the consoles would be better off on a wheeled cart. A retro cart, if you would. It could live in my closet, or be wheeled out to wherever seemed fun. So I started speccing that out.
The best form factor ended up having two lower shelves—for the consoles, a smaller TATE-friendly/PAL-compatible PVM-1354Q CRT a friend had recently sold me, and bookshelf speakers—with the big-ass 29” TV up on the third, top tier. Both CRTs could accept RGB or YPbPr/component video…which to standardize on? Component seemed easier for a couple reasons, so I went with that. Then I just needed a switcher to not only flip between MiSTer, PS2, Dreamcast, Nintendo 64, Wii, and Xbox, but to route any of those sources to either of the two screens.
That’s six in, two out. I wanted optical audio switching, too, for MiSTer, Xbox, and possibly PS2. Combined, those requirements take us far beyond the feature set of any basic switcher you’ll find on Amazon or Ali these days. Thus I turned to the bright, shining past of the mid-aughts, when component video adoption peaked and specialty A/V products catered to the more esoteric YPbPr-wrangling needs of the era’s home theater enthusiasts.
A few promising candidates surfaced. One high-end mid-2000s switcher was very fancy indeed and could actually transcode between analog and optical audio (wow!). But ultimately I was won over by the still-fancy but slightly more modest Impact Acoustics Deluxe Component Video / Digital Audio 6 In / 2 Out Matrix Switch, aka the “40697″. You can see it above. Not only can it route those six inputs to either screen, it can output to both screens simultaneously…the same source, or two different sources. Oh dear, am I blushing?
After a week or two I managed to snag a NOS (new old stock) one on eBay, and it proved just as performant as hoped: Any console on any display is now just a button-push away. The cart project is still in progress as I seek a working Xbox, look into appropriate Wii hax, and transition to a new display up top (kinda wishing I had gone with RGB now, actually!) but I’ve already been enjoying having all my beloved old games in a single, self-contained, no-compromises tower of power. Even got a beanbag! Hell yeah.
Space Quest IV: Carolyn Petit and the Time RippersScreenshot: Sierra Entertainment
It must have been Christmas of 1991 that I found Space Quest IV: Roger Wilco and the Time Rippers under the tree, and got the gift of seeing exciting new possibilities in games.
I was a fan of adventure games, sure, having played a few games in Sierra’s King’s Quest series, not to mention Lucasfilm’s brilliant and bizarre early titles like Maniac Mansion and The Secret of Monkey Island. But this was my first experience with Space Quest, Sierra’s comedic sci-fi series starring Roger Wilco, the hapless space-janitor who finds himself thrust into one cosmic misadventure after another.
To be honest, I don’t remember much about the quality of Space Quest IV’s puzzles. What I do remember is how varied and vibrant its universe seemed, with harsh alien worlds, moody cantinas, and glitzy space-malls. But what really knocked my socks off about the game was how meta it was. After progressing a bit through Space Quest IV: Roger Wilco and the Time Rippers itself, poor Roger finds himself flung into (the non-existent) Space Quest XII: Vohaul’s Revenge II.
Screenshot: Sierra Entertainment
Today, it’s not so uncommon for games to break the fourth wall and wink knowingly at the player about being video games, to play with conventions in ways both tired and inspired. But wow, was this exciting for me in 1991! The game also sees you venturing into Space Quest X: Latex Babes of Estros (an obvious riff on the 1986 Infocom adventure Leather Goddesses of Phobos) and all the way back to the original Space Quest, which already looked humorously primitive and pixelated compared to 1991’s state-of-the-art graphics, making high(er)-definition Roger Wilco all the more conspicuous.
Screenshot: Sierra Entertainment
Space Quest IV may or may not be a great game, I honestly don’t remember well enough to say. I just remember sitting there on my Christmas break, awestruck by the clever meta-ness of it all, and having my mind expanded about the possibilities of what video game storytelling and structure could do.
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.