xenoblade chronicles 2 rant
7 years ago
General
i have feelings about this game so i'm going to type words so that maybe i will feel these feelings a little less.
- Ffuuuccckiinnnggg tutorial simulator. I don't mean this in a pompous, arrogant way, but I am legitimately curious how this game has such positive reviews. Every 30 seconds a prompt is thrown at you explaining a game mechanic, most of which are obvious - or at least not obscure enough to require a tutorial. "But pawn, this game has a billion mechanics, they need these tutorials so that--" why. why do they need this many mechanics. That in itself can be considered a fault, but this excuse also implies there are literally no other methods of teaching other than pop-up text boxes. Which is proven false by the game itself when it displays a FFufucking LADDER icon above a climbable object, and yet STILL feels the NEED to SHOVE a PROMPT onto YOUR screen TO TELL you HOOOWWWWWWWWWWWWWWW to CLIMB. With WORDS. HHHHHHHHHHHHHH,
- But let's put aside the tutorials and focus on the other 8% of the game, namely the sound design. The sound design is awful. There are way too many repeating voice clips, there's no ambient sound in cutscenes, and there's very few sound effects. If you're not hearing dialogue in a cutscene, you're hearing radio silence or a single sound effect with too much emphasis. If you manage to find a part of the game that isn't a cutscene or a tutorial, then "LET'S SHOW THEM A THING OR THREE" is mostly what you'll be listening to. The protag repeats this line at the start of every battle, and also enemies are incredibly common. I think everybody who playtested this had their volume turned off, or maybe getting professional sound designers was too expensive. "But Pawn there's a lot of voice work in the game already, you can't expect them to record more than one line of dialogue for the start of a battle", cool then just use zero lines of dialogue. Also the voice acting sucks, but maybe it's because everybody's lines are so ffuccking isolated that the lack of quality stands out. You know, because the total absence of background noise. Also can we talk about the fact that fucking uhhhhhhhhh
- The writing in this game is Bad. The exposition is hamfisted, obvious and way too drawn-out, everybody is at least 5 tropes played as straight as possible, and there's a real, actual cutscene in the game where somebody sneaks up behind the main character, stabs him, and says "Nothing personal." I'm sorry?? Sorry???????? S? Soorrry>???? Is this a real game or an edgelord RPing a broken character? Why is everything wrong??
If you like running in open fields and real-time RPG combat, then 2% of this game is probably for you. If you like incompetently directed cutscenes, painful exposition/bad writing in general, tutorials, 500 different mechanics with absolutely no hint of focus or cohesion in their inception, shoddy voice work, and hate the idea of paying sound designers, then 98% of this game is probably for you. [YOU JUST READ A RANT ABOUT XENOBLADE CHRONICLES 2. PRESS A TO END THE JOURNAL]
- Ffuuuccckiinnnggg tutorial simulator. I don't mean this in a pompous, arrogant way, but I am legitimately curious how this game has such positive reviews. Every 30 seconds a prompt is thrown at you explaining a game mechanic, most of which are obvious - or at least not obscure enough to require a tutorial. "But pawn, this game has a billion mechanics, they need these tutorials so that--" why. why do they need this many mechanics. That in itself can be considered a fault, but this excuse also implies there are literally no other methods of teaching other than pop-up text boxes. Which is proven false by the game itself when it displays a FFufucking LADDER icon above a climbable object, and yet STILL feels the NEED to SHOVE a PROMPT onto YOUR screen TO TELL you HOOOWWWWWWWWWWWWWWW to CLIMB. With WORDS. HHHHHHHHHHHHHH,
- But let's put aside the tutorials and focus on the other 8% of the game, namely the sound design. The sound design is awful. There are way too many repeating voice clips, there's no ambient sound in cutscenes, and there's very few sound effects. If you're not hearing dialogue in a cutscene, you're hearing radio silence or a single sound effect with too much emphasis. If you manage to find a part of the game that isn't a cutscene or a tutorial, then "LET'S SHOW THEM A THING OR THREE" is mostly what you'll be listening to. The protag repeats this line at the start of every battle, and also enemies are incredibly common. I think everybody who playtested this had their volume turned off, or maybe getting professional sound designers was too expensive. "But Pawn there's a lot of voice work in the game already, you can't expect them to record more than one line of dialogue for the start of a battle", cool then just use zero lines of dialogue. Also the voice acting sucks, but maybe it's because everybody's lines are so ffuccking isolated that the lack of quality stands out. You know, because the total absence of background noise. Also can we talk about the fact that fucking uhhhhhhhhh
- The writing in this game is Bad. The exposition is hamfisted, obvious and way too drawn-out, everybody is at least 5 tropes played as straight as possible, and there's a real, actual cutscene in the game where somebody sneaks up behind the main character, stabs him, and says "Nothing personal." I'm sorry?? Sorry???????? S? Soorrry>???? Is this a real game or an edgelord RPing a broken character? Why is everything wrong??
If you like running in open fields and real-time RPG combat, then 2% of this game is probably for you. If you like incompetently directed cutscenes, painful exposition/bad writing in general, tutorials, 500 different mechanics with absolutely no hint of focus or cohesion in their inception, shoddy voice work, and hate the idea of paying sound designers, then 98% of this game is probably for you. [YOU JUST READ A RANT ABOUT XENOBLADE CHRONICLES 2. PRESS A TO END THE JOURNAL]
FA+

2&3) okay I haven't played the game so I can't really say anything about the sound but even then your reasoning for hating this game sounds really petty
That's 20 tutorials all in the first 2-3 hours of the game (about 50 minutes of which are cutscenes), which are strung together by even more in the form of NPCs telling you where to go. I didn't even get to the climbing tutorial I mentioned in my journal, which I feel best represents the game's lack of confidence in both itself and the players. There is a plainly visible ladder icon above a wall of vines, yet when you step closer to the wall, the game gives you a prompt to tell you you can climb this wall. Why? What's the point of the ladder icon, then? What's the point of Rage aura for enemies? This game tries to have visual cues but then immediately uses text to convey the information instead, because it doesn't seem to think you're smart enough to figure things out through gameplay. Instead of thinking "Oh, something new; let me check it out," the game turns that innate sense of curiosity against you and makes you think "Oh god, something new. I hope the tutorial for it is short."
During those first 2-3 hours of the game, you're actually, genuinely playing the game for maybe 15-20 minutes. Unhindered by dialogue and prompts, you're running around and fighting for that short amount of time. To compare, BoTW lets you start exploring 4 or 5 minutes into the game. Leaving the Great Plateau takes about 20 or 30 minutes if you're rushing through, but even still, you're free to play the game during what is essentially it's only tutorial area. After that, you're completely on your own. You learn how to gather weapons, items, food, how to fight, cook, jump, climb, and shield through gameplay. Yes, all these mechanics are simpler and more streamlined than Xenoblade Chronicles 2's. And yes, XC2 is linear while BoTW is open-world, but my point is that games don't have to rely so heavily on text-based information, especially text-based information that interrupts what you're doing. There's plenty of non-intrusive teaching methods even if you don't want to stick with simple visual cues. To resort to a pop-up tutorial every single time you want the player to learn a piece of information is just lazy on the dev's part. It's the same principal issue people have with Fi, or with the old man who teaches you how to catch pokemon every generation. These kinds of info-dumps not only interrupt the player from playing your game, but when the interruption isn't even worth the information, it makes players frustrated because what was the point? You took a minute of my time to tell me something I already knew, or could figure out in half the time. And in the case of figuring things out for yourself, it's almost always going to be more satisfying than simply doing what the game told you to do.
Though I should've done a better job conveying my frustrations with the game in my journal, they aren't just "Tutorial bad". It's instead: "For the 20th time, you're interrupting me from doing what I want to do, to tell me something I already know, or could easily know. You're stopping me from playing your game to tell me how to play your game". It breaks immersion, it creates frustration, and it's a crutch for people who don't want to think of more creative or enjoyable methods of teaching.
Bad sound design and character dialogue is not an invalid criticism. Cutscenes take up a lot of this game, so a lot of your time will be spent with these issues. I highlighted the "Nothing personal" line because it's a meme, but the game is littered with hamfisted exposition that butchers any sense of organic conversation, parrot exposition, and tropes you can see coming from a mile away, whether it be character or story-related. The lack of background noise is amateurish at best and inexcusable for a big production like this. From an audio standpoint, the game sounds like it's still in beta.