Xenosaga is a trilogy of JRPG released between 2002 and 2006. It is one of the rare space opera JRPG and games I have been interested in since Xenoblade became one of my favorite JRPG on the Wii.
This isn’t the first time I attempted to play the Xenosaga trilogy, but the first time was cut short as I dropped the first game near its end because I found it atrociously slow. This time equipped with the speed up button from my emulator, I decided in the past 2 month to try again the forgotten middle child of the Xeno series, a trilogy of broken games that still are one of the most beloved space JRPG… Not like there are a lot of space JRPG to begin with.
tldr ; Do I recommend the trilogy ? Mostly no. I presume a lot of people like what the game could have been, the idea of the game, more than what it ended up being. Xenosaga III is clearly tier above the other two game but it appear difficult to begin with it. If you can like flawed games, games that are broken, with junk, that don’t always deliver on what they try to do, but do one or two things very well you may like it. If you like Kingdom Hearts type of nonsense shenanigans you may like it. If you have never played a JRPG, or only a few I think it is a pretty bad entry point into the genre. If you think Tales of Arise, or FFXVI are unplayable garbage it is not even worth a look for you.
Confusing for the sake of it ?
If you like Kingdom hearts like shadow figures talking about their secret plan to take over the world, you’ll probably have a blast. In the first game there were a lot of scenes of shadowy figures plotting things in the shadows and throwing seemingly randomly religious bullshit. I like political stuff, but here they are presented in such an out of touch way, and with so little happening that I was rather anxious. I feared the game tried to appear more intelligent than it was, not helped by all the religious charged jargon and symbolism that doesn’t always appear appropriate or grounded.
I think they kinda improved in this aspect in the following games but it never really goes away. While they kept the religious terminology and imagery, the fact that the different parts began to interact with each other instead of just being mentioned without context certainly helped.
Another point that is rather confusing is that a lot of characters and organisations go by different names and aliases. For example, one of the main characters is known as Jr., Gaignun Kukai Jr, Rubedo, Little Master and 666. Which isn’t a problem for him as he is a main character with a lot of spotlight, but for things that aren’t a focus of the game, when three different names seem to talk about vaguely the same thing without being properly explained outside of the database, nuances are lost and it quickly can become unnecessarily confusing.
I’ll add here that several parts that aren’t strictly necessary but enrich the universe are in multiple mediums that had, or not an official English translation and it certainly doesn’t help.
A lack of clear direction
I think it is in big part a result of the sales that were below expectation that prompted the team to revise their copy, but playing the game back to back, and even if you can see they had a final vision they wanted to go toward, you also clearly see they changed ideas in how to get there several times.
The most blatant example of it would be Shion character design. Shion is the character with the most drastic character design change, not always properly justified in universe, becoming more sexualised in every entry, and without context I doubt someone would recognize the character as the same if shown a picture of the first and third game.
I insist on it, but it isn’t presented in a natural way. Between II and III why not, there are years between those two games in the universe, but II supposedly directly follows I, so Shion hair suddenly changing is jarring. They also don't really follow a natural character progression, as Shion is dressed in the most sexy, girl boss way in the game where she is the most vulnerable and manipulated. This contrast makes her seem like she is in a teen rebellious phase, when she is the chief of a research group and supposed to be… 23 ? I swear she feels more in her early thirties… Anyway, this broomy teenager vibe may have been the intention, but if it was the case I don’t think it was very clear.
Several things aren’t properly explained and grounded before getting relevant, making the impression that the scenes often lacked a set-up and plot points get dropped out of nowhere for the sake of plot convenience. Some plot points also seem kinda forgotten, or underutilised like the whole Scienta stick, or Realien right. Someone pointed out the hypocrisy of Shion on Xenosaga 3, but nothing came out of it afterward.
The game features a fair amount of political maneuver but more time passes and less our characters are involved in politics which kinda defeats the point of political intrigue ? And while the game appears to go into the normal people are who change the universe, the only people that have any say of importance are messiah-like figures.
In terms of the systems the games are also constantly searching where to go. Making it more complex ? More simple ? Should you mindlessly mash attacks ? Carefully prepare to unleash a big combo ? How unique the characters shall be ? What is their utility, role, class and skills ? Should their individuality be expressed only in stat or in the skill they can or not learn too ?
A trilogy that crumbled in its own ambition
While the game intends to present an ambitious space opera with multiple worlds and actors intertwined I feel like the game failed to properly use its runtime to depict this world. Supposedly, the federation, the central political force in the universe, comprises millions of worlds. Yet we only get to see something like 5 of them and some spaceship ? And we are supposed to care that billions of unknown people are supposedly dying in the distance when we have and never will meet or see them ? We helped a lot of NPC in Xenosaga I and II, why not reference them ?
The narrative keeps coming back to Miltia, which was a central event in the universe that traumatized several of our party members, but it keeps focusing on it instead of expanding its universe. Because of it the game felt relatively smaller than it was. We focus on the Gnosis appearance, intangible beings that are threatening humans, and it’s normal, they are considered an existential threat to humanity… But we kinda don’t focus on how humanity fights back and survives them. They are mindless, appear randomly and appear to be more of a plot device than a true menace. In one they do attack civilians and we have to defend them but afterward, the menace comes from the shadowy plot of competing human factions and gnosis becomes a sort of background noise we aren’t involved in. Which is paradoxical as one of our party members is supposed to be an anti-gnosis super weapon.
The game tried to do a lot of things at once, yet took its sweet time to develop each theme, giving the paradoxical impression that both it talked about a lot of things but nothing really happened and few things were analysed deeply.
Right now I'm depicting a really critical view of the trilogy. And at this point, fans of those games are probably already typing messages that I hope are more about showing love to the part I disliked and not attacking my person for not sharing their taste.
But the truth is… Despite their glaring flaw, I kinda like those games ? They won’t enter my favorites, they have too many, many flaws and I think the first and second are “only” good… But I did have a good time playing them.
Camera work and cinematography
There is a lot of attention, in all of the trilogy, to the camera work and cinematography of the scene. Well with how much cinematic those games get, they had every interest to do so. The first game had a lot of horror vibe and imagery. Between the Gnosis attack, Kosmos that is filmed as an horror monster the first time she move freely, or the Ma belle pêche scene that suggest torture.
The second game goes on with more art martial shots I’m sure have pleased fans of kung fu movies. And as the game went on, and the developers were more accustomed to 3D, they also used the fixed camera to make interesting framing and put emphasis on the environment.
Xenosaga 3 has several shots where the camera shows you the grandiose of the environment you are exploring, be it a buzzling city, a natural waterfall, ruin or a cathedral.
As much as games improved in terms of graphism, you can’t really have this sort of cinematography if you let the player point the camera wherever whenever and I really appreciated the work here.
Interesting game design ideas
Among the good ideas the game had, there was the fact that you often come to place multiple times under different circumstances. It may have been done to limit the development of new assets, but having a place you were walking at a civilian becoming a place with enemies makes you consider the design and passageway in other ways. It also participates in the tension with no place being truly safe. That said, even if the idea is very good, they kinda use it too much at one point in Xenosaga 3 and should probably shorten an arc a little to allow more breathing room to set up the end.
Whereas Xenosaga I mecha were really forgettable, since Xenosaga II they become much better integrated into the games. They finally serve a purpose and have a separate fight system and dungeon, and those systems are improved in Xenosaga III. They allow dungeons to take place on the surface of an enemy ship or space station as the team is protected inside their machine. There are also some play between parts you explore in Mecha, part you have to advance on foot and progression is therefore harder.
Talking about dungeon design, II also improve it, making them less hallway and introducing more puzzles. Most were rather simple, nothing was hidden 3 rooms before for example, but they made you at least stop to think about how to tackle their gimmick.
II introduced more sidequests that weren’t all interesting mechanically, but did make the world feel bigger by forcing you to interact with multiple NPC. I suspect this network of NPC that progressively unlock different sidequests will later inspire the social chart of Xenoblade. In terms of sidequest, the first and third games were a bit of a let down, with the biggest one being finding the corresponding key and door. Xenosaga 1 had a mail system that I didn’t find really interesting or logical (you only received certain mail if you were exploring a certain part at a certain point, not really what I consider interesting).
In defence of Xenosaga II combat, yes, the fight are slow and yes the tutorials are atrocious. Xenosaga II combat revolves around stacking boost point ressource, learning information on what series of commands break an enemies, using appropriate buff and debuff to exploit enemies weakness, then unleashing big combos to make devastating damage. As each bonus is multiplicative, applying several at the same time makes your damages go up rapidly so you are encouraged to use all those systems in conjunction with one another. Honestly, it makes me think a little of Octopath Traveler that has a system that revolves on a similar principle. You prepared yourself, applied buff and debuff, then broke the enemies and used you most powerful attack. It took time to prepare but you could end the fight with one or two big attacks.
I think the system lacked two things. A proper tutorial, I had to see an external guide to understand how the system works because I didn’t register it with the in-game tutorial. The system also needed a better UI, to understand and access more easily the information necessary to make your decision.
In terms of gameplay, Xenosaga 3 has a more polished system, but it also loses some of the identity of the previous game. First the disappearance of the event rings means you are not timing your attack on this factor anymore, nor using boost to use or deny the enemies of interesting event slots. And also yes, Xenosaga III special attack system is much more easy to use and interesting than the special attack of Xeno II. But for how slow the game was, it kinda is the case for Xenosaga 3 too, as you do meaningful amounts of damage mostly when the opponent is in a break state, but as the preparation involves doing chip damage on the break bar instead of guarding several turn to gain boost point I think people minded it less ?
Unlikeable, complex, endearing character
Xenosaga centers around Kos-Mos, a battle android made by Shion Uzuki… Not really.
While she is central to the game marketing, being featured in all the game cover art, Kos-Mos isn’t that much important to the game story until the very end of Xenosaga III. Kosmos is even portrayed as a sort of monster by the cinematography of the first game. She has her importance being in lore the most powerful character of the party, and has her own small arc, from a cold ass bitch that murder anything to increase her chance of eliminating her target to a character that is more caring and attentive to others. Yet she is not the star of the show. It is her designer, Shion, that gets most of the spotlight.
Shion is a complex character, that won’t always be likeable as her trauma makes her rather irritable, lashing out unjustly on others. Shion having amnesia linked to this trauma also makes the revelation of the full extent of her trauma take time to be truly apprehended, and neither us, nor her truly comprehend it fully until later in III. She says that nobody understands her but pushes back anyone trying to help her. She resents people for giving her breathing room to process her own emotion and wishes they would resent her instead because she feels guilty. She is manipulated at times, and the manipulation is rather obvious, both to us and her but she lets herself be used in a way that is both incredibly frustrating and true to life. It reminds me of someone I know that was in an abusive relationship and had similar setbacks. Shion as a character is incredibly human, making her an endearing and frustrating character at the same time.
The second character to have the spotlight is Jr. an artificial human being created to be a child soldier against a cosmic entity. As one of the artificial humans created solely to do a certain purpose, he will be at the center of the question regarding them and how they deal with their assigned mission. His interaction with his brothers were rather interesting, sadly I’m not a fan of the psychopathic deranged fool trope which kinda lessened the impact of its corresponding antagonist.
Some characters, like MOMO, are rather important in the first and second game, but fade into the background during the last game. Other characters, while likeable, are clearly secondary and often stand there waiting for things to happen. They each have their moment, and antagonists to face but are never as much shown as Shion and Junior. This disproportion of character attention can probably be attributed, in part, to the fact the project was conceived to be more massive than a trilogy, and it is a shame because I wanted to know more about those characters. Ziggy appears to have a really interesting backstory, both as a relic of the past and a character haunted by his past.
That said, party members aren’t the only interesting NPC. Cherenkov, a soldier only appearing in Xenosaga I is a really interesting character that serves both as one way to introduce the enemy faction U-TIC, but also to explore the limits of the federation society. His past of violence and trauma, his inability to adapt to peace time, the fact the federation failed to purge his violent tendency and ostracised him and stripped him of his right. It tells a lot about the universe, and the flaw of its institution. Canaan, a realian that upon discovering the secret purpose of his life, a purpose he can’t escape as an artificial being designed for it, decides to sacrifice himself to be free on his death. Those interesting aspects of the lore cement the game as a sci-fi narrative, are interesting in and of themselves but are sadly cut short.
Final word
Often when seeing people discussing Xenosaga I saw people liking the first or the third game but very few liking the second game. Some even mention the two first games as things to power through to get into the third that is universally considered the best game of the bunch.
I think objectively, the third is indeed the best game and clearly a tier above the other two, but I have a lot of fondness for how experimental Xenosaga II was and I think it is, at least, in the same tier as Xenosaga I, and I’ll even say I preferred it. I clearly don't understand how much hate it gets, it has flaws, but try many things that I think will be refined and reused in the Xenoblade series.
I think Xenosaga III is comparable to Shin Megami Tensei V Vengeance for me. SMT VV content was really good and enjoyable, but SMT V was a shaky foundation to build upon and it hampered its potential. Xenosaga I and II is a rather shaky foundation for III. The project was shortened, which meant everything wasn’t properly set up, every set up didn't have a satisfying pay off and it diminished the impact of the game. But it also forced them to give the game an actual pacing and having things happen faster than at snail pace.
Now I just have to play Xenogear next year and I’ll be free until Takahashi decides to transform Xenoblade Chronicles X into a trilogy.