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  • Kotaku’s Top 10 Games Of 2022

    Kotaku’s Top 10 Games Of 2022

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    I was warned of how heated Kotaku’s GOTY arguments traditionally get when I first started here in November, so I was a little nervous when I was put in charge of organizing and tabulating our list of the best games of the year.

    Would everyone vote? Would they get mad at me for ranking Destiny 2: The Witch Queen too high? Would Ethan Gach actually do what he was threatening and “hobgoblin” the voting process by adding negative points to the equation?

    Turns out, however, that even though organizing this entire process was a pain in the ass, the team at Kotaku is exactly as opinionated, intelligent, and professional as you might expect, offering great insight and honest takes on the top games of 2022. Though we voted on over 20 titles (including ones that narrowly missed this list like Rollerdrome and Sifu) we narrowed it down to a top 10, and have ranked them in order below.

    How does Kotaku’s top 10 games of 2022 stack up with your personal GOTY lists?


    10. Xenoblade Chronicles 3

    Xenoblade Chronicles 3

    Image: Monolith Soft / Nintendo

    Reductively, Xenoblade Chronicles 3’s story is an amalgamation of Japanese RPGs whose emotional climax rests on the age-old theme of “war is bad.” Nevertheless, the fact that the trope has become a well-trodden cliché doesn’t dismiss how well developer Monolith Soft executes its anti-war theme throughout Xenoblade Chronicles 3’s 150 hours of playtime.

    Read More: Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

    In Xenoblade Chronicles 3, you play as a troupe of child soldiers from warring nations locked in an endless battle where their limited lifespans fuel a giant mechanical clock once they meet their untimely demise. The kids are not alright. But despite the painful emotional journey its child soldiers must go on, which is portrayed with the emotional maturity and complexity it deserves, the game is not without some great moments of levity as well, courtesy of some lighthearted and silly sidequests. Meanwhile, Xenoblade’s more serious sidequests drip-feed players with rich character studies that flesh out each member of the party, along with the game’s expansive world and its deep cast of supporting characters.

    Although Xenoblade Chronicles 3 was snubbed for the best roleplaying game and best soundtrack at Geoff Keighley’s Game Awards, it did give us an impassioned flutist performance from Pedro “Flute Guy” Eustache. This shows that even if Xenoblade loses at gaming’s glorified popularity contest, it still provides some of the best moments in gaming this year.

    Isaiah Colbert, Staff Writer


    9. Signalis

    Signalis

    Image: rose-engine

    Much like how I use Devil May Cry 5 as the measuring stick for how good a hack-and-slash game is, whenever I brave playing a survivor horror game I do so with the hope that its story measures up to Silent Hill 2. Big shoes to fill, I know. Signalis not only manages to fill those shoes, it damn near tore the seams off of them joints with how bloody good it was. I’d even argue that it’s better than Silent Hill 2.

    Signalis has all the bells and whistles that make for a good sci-fi survival horror game. It’s got a brutal-but-fair limited inventory system, brain-teasing puzzles, and breadcrumb storytelling conveyed through codex entries scattered about its levels. However, where Signalis sings is with its gripping story about two lesbian androids desperately trying to find each other in a space hellscape.

    Read More: Signalis Is A Grimy Exercise In Survival Horror, And I Love It

    Throughout the game, you play as an android named Elster who’s stranded on an alien planet rife with horrific monsters and derelict spaceships. Elster’s sole mission is to reunite with Anne, a fellow android unit she both literally and figuratively can’t live without. Signalis sticks its landing with the emotional climax of Elster’s perilous journey, regardless of which of the game’s multiple endings you arrive at. This feat is even more impressive considering Signalis is the first video game made by its two-person development team, rose-engine. Ay yo, 2023, can we get some more of those sapphic survivor horror vidya games, plz?

    Isaiah Colbert, Staff Writer


    8. Norco

    Norco

    Image: Raw Fury

    Norco emerged this year and joined Kentucky Route Zero and a few others on the shortlist of games that speak deeply to the experience of living under late-stage capitalism in America at this precise moment in time. Like Cardboard Computer’s masterpiece, Norco also takes its cues from point-and-click adventures, using stunning pixel art to pull us into its industrialized Louisiana landscapes. And where KR0 lent its midwestern road trip a heaping helping of magical realism, Norco uses near-future sci-fi elements to cast the forces its poor, marginalized characters face in sharper relief.

    Read More: A Stunning Southern Dystopia Is One Of The Best-Written Games Of The Year

    But don’t let my easy comparison make you think Norco is a pale imitator of another game. It’s very much its own remarkable experience, one with its own visual identity, its own poetic voice, and its own noir-ish mystery. Everything about Norco rings painfully true, from its observant little environmental details like the electrified hum of a street light, to the much larger way that religion, cryptocurrency, and the oil industry all become woven together in the haunting texture of your character’s search for her missing brother. Norco, Louisiana is a real place. The Norco of this game is not quite that place, but it’s nevertheless one that feels very real in its own way, and that will leave you reeling from the piercing gaze it levels at the world we’ve made for ourselves.

    Carolyn Petit, Managing Editor


    7. Horizon Forbidden West

    Horizon Forbidden West

    Image: Sony

    Poor Aloy. Twice now, her adventures have been somewhat overshadowed at the time of release by other games that more dramatically captured the world’s attention. Her first outing, Horizon Zero Dawn, launched just a few days before Breath of the Wild. This year, her second quest was followed a week later by Elden Ring.

    But despite repeatedly serving as the opening act for games that go on to sweep the GOTYs of a hundred gaming sites, Guerrilla Games and Aloy can be proud of what they’ve accomplished. Arguably the most visually stunning game of the year, Guerrilla’s latest takes Aloy into the ruined American west for more of the thrilling, spectacular battles with hulking metallic beasts that helped make the first game an original in a sea of samey open-world blockbusters. And although the larger narrative may fly a bit off the rails in this outing, Forbidden West wisely stays focused on Aloy’s personal journey as someone who feels the weight of the world on her shoulders and doesn’t know how to let her guard down and allow her friends to carry that burden with her. It complicates her character and trusts us as players not to turn on her the moment she behaves in ways that are arrogant, cruel, or misguided. Oh, and you get a really sweet new travel option near the end of the game, too.

    Yes, when all is said and done, Aloy and her escapades can stand tall alongside the Links and the myriad Tarnished of the world.

    Carolyn Petit, Managing Editor


    6. Neon White

    Neon White

    Image: Annapurna Interactive

    It was about 3 in the morning. I had plans the next day. I really needed to go to bed. Yet, here I was hunched over my computer focused on shaving just one more second off a level in Neon White so I could beat a friend on my leaderboard. That’s the power of fast-paced, FPS platformer Neon White. It’s the kind of game that feels so good that you just can’t stop playing it. Once you get skilled enough to start finding shortcuts in levels, it’s over–the game has you at that point. You’ll end up going back to old levels you thought you mastered to shave off more time. And if you enjoy anime nonsense, angels, demons, and sick-ass music, too, then Neon White will dig its angelic claws deeply into you and never let go. “One more run…and then I’ll go to bed.” I didn’t get to sleep that night until nearly 4:30 am.

    Zack Zwiezen, Staff Writer


    5. Citizen Sleeper

    Citizen Sleeper

    Image: Jump Over The Age

    The profane and sacred mingle with delicate grace in Jump Over The Age’s minimalist cyberpunk RPG about trying to earn your humanity from a world that can’t pay its debts. Every detail from the writing and art to the branching choices and tabletop-inspired dice rolls connect, overlap, and reinforce each other with precision and care so that no piece is weaker than the rest and no rough edge is left exposed. Few games manage to evoke universal feelings or personal truths, but Citizen Sleeper does both at the same time. The future never felt so hopeless and yet so comforting.

    Ethan Gach, Senior Reporter


    4. Marvel Snap

    Marvel Snap

    Image: Second Dinner / Kotaku

    Going into 2022, I don’t know how many people expected a free-to-play Marvel card game designed for phones to end up being one of the best and most popular games of the year, yet, here we are. Second Dinner’s fantastic bite-sized card battler, Marvel Snap, really is one of the best digital card games out there right now thanks to its small decks, fast rounds, and random nature. Matches always feel different and even a loss doesn’t sting too bad because it’s over so fast. Sure, it’s still a free-to-play mobile game, so you can expect stuff like iffy over-priced bundles and having to grind for currency. But luckily Marvel Snap is so fun to play that it’s pretty easy to overlook those bits and enjoy one of 2022’s best games.

    Zack Zwiezen, Staff Writer


    3. Vampire Survivors

    Vampire Survivors

    Image: poncle

    One more run. A sentence I’ve repeated countless times in 2022 either in my head or quietly aloud to justify playing Vampire Survivors for just a little while longer. The gothic roguelike shoot ‘em up became a surprise smash hit while spawning worthy spiritual siblings like 20 Minutes Till Dawn.  

    Since Valve started releasing the data in August, Vampire Survivors has been tops in total hours played on Steam Deck month in and month out. This is the same Steam Deck that can run frickin’ Elden Ring! But people want to play Vampire Survivors instead!

    All those players are onto something, Vampire Survivors has a simple yet satisfying gameplay loop: your character (I’m partial to Peppino) must survive an ever-growing horde of ghoulies while choosing between randomly generated weapons. If you make it to 30 minutes, the reaper will come calling, which lets you spend coins on power-ups for future runs. You can be strategic in choosing weapons that complement each other or you can just try shit out! These elements of discovery, relentless isometric top down action, and Vampire’s lax attitude towards player death (it has zero impact) remind me a lot of Hades, another regular on that Steam Deck most-played list, and another GOTY contender from years past.

    Vampire Survivors’ developer Luca Galante/poncle has regularly been updating the game since it left early access, adding modes, quality of life improvements, and settings to tweak for extra replayability. What’s more, the game recently got its first full-fledged DLC the other week with Legacy of the Moonspell. With the base game retailing at five dollars ($4 under the current Steam sale), Vampire Survivors makes for one of the better bang-for-your-buck propositions in gaming. Go ahead and treat yourself to some floor chicken.

    Eric Schulkin, Video Lead


    2. God of War Ragnarök

    God of War Ragnarok

    Image: Sony

    Sony Santa Monica’s God of War Ragnarök is more of everything. More abilities and weapons. More enemies and locations. More characters and plot details. Hell, even more loot. Though you could interpret this as a knock against the game, especially since more isn’t always better, Ragnarök takes the “more” and deftly applies it in tasteful ways while making room for a compelling narrative and gameplay experience that’s enjoyable and immersive. Combat is crunchy, exploration is intriguing, dialogue is captivating, and the themes are deep and engaging. But what stands out as the glisten on the diamond is the character development between daddy Kratos and adolescent Atreus, an element that sees the co-protagonists finding common understanding in the face of the end of the world. Sometimes, it takes things falling apart for empathy to be reached, and God of War Ragnarök is a glowing example of just that. It’s good shit.

    Levi Winslow, Staff Writer


    1. Elden Ring

    Elden Ring

    Screenshot: FromSoftware / Kotaku

    Are you surprised? Elden Ring easily and inevitably took the top spot during our voting process, further proving that 2022 was the year of Elden Ring. Many Kotaku staff members ranked it as their number one game of the year, and for good reason. FromSoftware’s open-world epic feels like a giant leap forward for the Souls-like franchise, offering us a beautifully deformed and dangerous Lands Between to explore, rife with opportunities to discover oddities, collect goodies, and die over and over again.

    Elden Ring opened up Hidetaka Miyazaki ’s sick, twisted world for the normies who haven’t enjoyed FromSoft games before it, while also making sure to still cater to the hardened vets looking to prove their worth in incredibly tough battles. It found a perfect balance between that punishing gameplay so many long for in a game from this studio and a newfound sense of agency, of a chance to get gud without having to run into the same noxious swamp over and over again.

    Elden Ring is technically impressive, visually stunning, and satisfyingly challenging. It has humor, it has sadness, it has turtle popes. It dashes your hopes up against a jagged rock only to hand you hope back bit-by-bit as you strengthen your character and your resolve. It is everything that we hope for in a video game, and then some.

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    Alyssa Mercante

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  • Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

    Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

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    Tetsuya Takahashi has a story to tell.

    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.

    Read More: From Xenogears To Xenoblade: The History Of Monolith Soft

    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. Though the 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.)

    Image for article titled Xenoblade Chronicles 3 Is A Genius JRPG Vision That Began 25 Years Ago

    The First: Xenogears

    White text on a black background reading "I am Alpha and Omega, the beginning and the end, the first and the last."

    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.”

    A few figures stand in a dark blue void, with text above them reading, "Of course you don't know. But it is etched in my metempsychotic memory."

    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.

    Statues of two one-winged angels stand facing each other.

    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 figure sits in a chair lit by a spotlight in an otherwise dark space. Onscreen are the words, "In those dreams, I loved one woman...No matter the day, No matter the era...That did not change...Nor did her name..."

    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.

    -Tetsuya Takahashi, Nintendo Power (March 2012)

    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, have platforming. 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.

    Three figures in what look like mech suits stand on a rocky platform jutting out over a chasm.

    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.

    Pages from a book show a timeline in glowing yellow with six points marked on it, each one associated with a different paragraph of text summarizing the history and details of that point in time. In the distance, an orange-hued planet or moon is visible.

    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

    Two figures sensually embrace against the backdrop of a planet.

    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.

    The shapes of two colossal figures loom, shrouded in clouds and difficult to make out, against a blue sky.

    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 to its release, Takahashi said that the game, as with X, would be a separate continuity, à la new 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

    Six young figures stand facing us. Above them is the text Xenoblade 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.

    Figures gather around a campfire in dusky light.

    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.

    A young man and a young woman look up at the camera while the man brandishes a blade.

    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.

    A dilapidated, overgrown stone tower stands in a forest-y ruin.

    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.

    -Tetsuya Takahashi, “Iwata Asks: Xenoblade Chronicles

    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.

    Two hands reach for each other against the backdrop of a sun's intensely bright light.

    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.

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    Cole Kronman

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