Review cover Xenoblade Chronicles 3 (Nintendo Switch)
Official GBAtemp Review

Product Information:

  • Release Date (NA): July 29, 2022
  • Release Date (EU): July 29, 2022
  • Release Date (JP): July 29, 2022
  • Publisher: Nintendo
  • Developer: Monolith Soft
  • Genres: Action RPG

Game Features:

Single player
Local Multiplayer
Online Multiplayer
Co-operative
Xenoblade Chronicles 3 is the JRPG to play this season as this release from Monolith Soft succeeds in creating another great addition to their iconic series.

Xenoblade Chronicles 3 is a great example on how to create a successful sequel to a highly acclaimed series and keep the momentum from its previous entry. Despite being the third entry, this game is very friendly for anyone to pick up and play with a new cast and story. That does not mean that long-time veterans will be left behind with many lore call-backs and references being made. 

Thrown into the middle of battle in an everlasting war between the Keves and Agnus clans. You are put into the perspective of a reluctant “Off-Seer” Noah of the Keves clan. As an “Off-Seer”, Noah performs a soft ritual on his flute that sends off dead soldiers. This gives Noah a different perspective to the war than his team and this develops along with the story. As the soldiers from these clans are artificially born to only know of war, everything goes normal for them until they encounter a strange man at a crash site while battling an Agnus group. The man explains to the teams that there is more to war and even life beyond constant battle. From there the story finally opens and the truth starts to unfold. 

The story isn’t groundbreaking by any means and can be predictable but it is not at all dry with a lot of mystery and lore to keep you on your toes. To make up for it, the game spends a lot of time developing the members on your team. While Noah may seem to be the main character, the game follows each character of the team and their backstories. Characters from both clans are explored from their own perspectives. Cutscenes are long and there are plenty of flashbacks to deepen the characters.

A very pleasant surprise was the English voice acting for the main cast of characters. While not amazing, the main cast give believable and emotional performances that allow the story to flow without you wanting to mute the audio and turn on subtitles. It does have its faults with minor characters as it can be painfully obvious at times that the voice actors weren’t together when recording lines. However, those moments are go by very quick and are quickly forgotten. 

This game may not be a graphical showcase for this generation but that does not stop the visuals from being beautiful at their best. The art style of this game is very pleasing to the eye and hides the shortcoming of the relatively low-power Switch. Major cutscenes are visually impactful and have lots of heart put into them; very rarely does the game ever look anywhere close to ugly. Exploring the open world that Monolith Soft has created feels vast and expansive. The designers have created a world that feels alive with many creatures roaming, vegetation, and the iconic dynamic elevation Xenoblade is known for. A major complaint of Xenoblade 2 is that its resolution would go extremely low in intensive scenes but that is not the case here. As speculated by Digital Foundry, this game may be using an upscaling method akin to FSR 2.0 which makes the game’s sharpness look dramatically better than Xenoblade 2 even in the worst cases. The majority of my time playing was in handheld mode and that never felt like I was losing much from playing on a TV. 

In addition to the great visuals, the music is constantly enhancing the immersion and bringing the emotional scenes to life. Small moments like sending off dead soldiers become much more impactful with the Off-Seer ritual flute song playing. Adventuring along paths doesn’t get stale with music fitting the environment you’re in. Activating “Chain Attacks” add much momentum to encounters just with the fast-paced and upbeat music that plays when activated. 

As is the case with many JRPGs, the start of the game is very slow. With being an auto attack RPG, the first hour or two of gameplay is just positioning your character on an enemy and just watching as the character slowly chips away at a monster’s health in addition to using an ability every 15 seconds. For newcomers to the genre, it could be very daunting and might push them away, even though the slow pace is meant for you to learn how to play. Fortunately as the story opens up, so does the gameplay in a few hours. Once the “Ouroboros” mechanic is introduced, the gameplay picks up greatly and real fun starts.

The game teases you with the Ouroboros which is a beast that is formed when two specific characters bond with powerful attacks and abilities. Up until the game allows you to create an Ouroboros again, you are given plenty of new mechanics to keep you busy. Team members become able to bond and link with each other. This enables you to have a character use the move set from another member of the party including their weapon, clothing, and abilities. While it doesn’t completely change how the game is played, it adds more depth to character progression and customizable gameplay. Additionally, characters can learn new abilities to use but I found myself not switching them out often.

Each character has their own roles to be played in a battle and you are rewarded for keeping to them. If an encounter lasts long enough, a Chain Attack can be used if party members are using correct positioning and timing abilities with the other members. A chain attack allows for all of the team to attack with their abilities in a long sequence and depending on the points you gather from each attack, it could last for a long time to create a very powerful combo. There's a great amount of satisfaction in seeing the numbers rack up, piling on damage on the enemy, and even then given another chance to do it again. While the AI of your team-members is very capable, I found myself wanting to rapidly switch between members to create combos or inflict specific status effects. This wasn’t a hindrance at all and only added to the gameplay experience. 

Despite the slow gameplay at the start, encounters quickly turn into high paced and strategic battles where you are constantly switching control over party members to make sure each one is working with one another. This high intensity is sometimes hindered by the low resolution of the Switch. With having a large party, a group of monsters, countless attack visuals, and UI elements clouding the screen, it can sometimes be hard to understand and react to things happening on the screen. Thanks to the sound design and the character designs, it issue isn’t game-breaking but it is to be noted.

Exploring the big open world is a highlight of this game. You lead your party across many different landscapes and it’s never boring with lots to see. The settlements and camps become a drag when you just want to go back into the world and get into some battles. There can be fights between two groups where you can choose to help a side or even ignore. Giant high level beasts will stomp along your path which you have to avoid as you’re too low-levelled to fight them. Marked with a symbol, there are encounters to be found where you can “Conquer” the monster and are oddly satisfying to find and complete. While expansive, you can’t get lost doing a mission as there is a pathfinder that tells you exactly where to go and is optional.

For the main story, there is was never a feeling where grinding to level up was really needed with great pacing between big battles and encountering smaller fights in-between. The progression is never just as simple as levelling up a character’s experience as well, which adds more depth to the progression and the game really rewards you for doing so. Xenoblade 3 never wants you to stick to the same play style as it will remind you to switch classes if they are maxed out while at the same time rewarding you for switching things up. Switching character move sets levels them up and their attributes. In addition to party members, Heroes are characters you meet throughout the story that can tag along in battles. By having characters fight alongside a Hero long enough and they can use their abilities.

Further attribute enhancements can be done through crafting gems and the skill tree for the Ouroboros forms. During the main story, I was rarely sticking to the same play style and gameplay never got repetitive for a long period of time. As someone who is not of the most hard core RPG players, none of the mechanics, progression, or menus were cumbersome to understand. This is due in part with the long intro that teaches everything in a natural way albeit at a very slow pace.

There are countless hours of content to be had with plenty of things to level up, craft, learn, and find. Settlements along the journey are lively with people to talk to and get side quests from. While many of them will be simple fetch quests, they never felt forced to be done to be levelled up for the story missions. In a form of a more passive quest you can do without thinking, you can gift items you earn on your travels and get small rewards straight from the menu without having to activate anything or travel back to any settlement. 

There's a lot to be said about this game but all that needs to be said is that there is a lot of fun to be had once you get past the slow introduction. Just like an anime, both the story and gameplay tease you with what’s to come next every time you may start to want to put it down. I could spend hours wandering around an environment, levelling up my party, and almost forget to progress the story. There are still the shortcomings of every Japanese or action RPG such as a sometimes cluttered screen but they don’t take too much from this great game. The sometimes over dramatic story might not be for everybody but for the one’s that this game is targeting, they will surely have a blast.

Verdict

What We Liked ...
  • Great Art Style and Visuals
  • Great Soundtrack
  • Accessible to Newcomers of the Series
  • Expansive World and Lore
  • Engaging and Intriguing Story and Characters
  • Easy to Understand Mechanics
  • Addicting Gameplay
What We Didn't Like ...
  • Sometimes Cluttered Screen Combined with Lower Resolution
  • Very Slow Introduction
  • Cutscenes Can Last A Little Too Long
8
Gameplay
While there is a lot to learn and grasp, the gameplay is deep and addicting with many characters and mechanics to mess around with.
7
Presentation
While still limited by the console it is on, Xenoblade 3 is a great looking game with an incredible world and art style.
9
Lasting Appeal
With deep but easily picked up gameplay and hours of mainline and side content, this game will easily be a Switch classic people will come back to.
8.6
out of 10

Overall

With a new cast and story, Monolith Soft has successfully made a worthwhile sequel to their acclaimed series which will likely always be of the best action RPGS on the Switch
For me, it took 240 hours to 100% the game with most of my gameplay being on Hard. I uploaded my 100% savefile on here for anyone wanting to skip some of the grind. Use it and run NG+ if you're feeling like you haven't got enough free time to play the game normally. Just be sure to set your level as low as you can stand.

I turned off damage numbers about 20-30% into the game when they became 4-digit. They were causing too much clutter. Not that personal positioning matters too terribly much. Also, it took until post-game for me to realize what one of the UI symbols meant (the in-range-of-auto-attack symbol) - This was probably in a previous entry and I just forgot, though.

One big UI complaint of mine is that you cannot sort by "category" on accessories when selling so I had to deal with a bloated inventory there the whole game.

Doing "most things" at Easy or Normal would probably reduce the playtime to 120 hours. I would say Hard added about 60, and then grinding the gems and all the little minutia added another 60.

I think the way the sidequests work out, the way the world around you lives, is wonderful. It's reminiscent of the parts of X I liked so much. I'm hoping their next game is fully open world - I like when the team does that stuff. And despite my early complaints, the UI was reasonably solid by the end of the game.

With Chain Attacks, it felt a bit like playing a board game. Push the numbers as high as possible given the random elements. The Royal Summoner hero is broken though, as you can 5x-Amazing every time with her. However, I wish the Chain Attacks were sped up. >.> I eventually fell into not using them except for critical moments because they take far too long.

At the end of the day, go into this game to be chill. It's a mellow, relaxing experience. An escape from the world around you. I have to say, it would make for great MMO framework. If the world needed more of those, I'd enjoy one designed like this.
 
until they encounter a strange man at a crash site
He's really only strange because he's OLD - because the Kevesi and Agnian soldiers only live for ten years before dying (if not killed off earlier), they have no concept of ageing.

Also this is a far more compressed version of Vandham's fate in XC2, which is unfortunate. You actually got to see the guy's strength in 2, since he's a party member and quite decent for that point in the game (though him being unable to awaken Core Crystals limits him, and is a sign of his temporary nature, so him dying at the end of that Chapter isn't exactly all that hidden), whereas here he has a single scene. An epic scene, but still quite limited, sadly.

Cutscenes are long and there are plenty of flashbacks to deepen the characters.
Especially the end-Chapter 5 and start-Chapter 6 ones; ugh. Sure, they're vital, but UGGGGH come on already lemme play


The Ardun/Armu breeding thing in Colony Mu is utter horseshit if you don't know the right order to breed them in; if you select the wrong pairing, your breeding progression is essentially reset, meaning no progress is made. There's also nothing in the game telling you of the correct pairings or sequence; you either have to get lucky, or look it up online. That sucked.

One Quest in particular, late in the game (The True Inspector, from memory), requires a yellow info icon, like many others do; however, this one is seemingly far more finicky, with the icon not appearing until I was almost done with every non-postgame Quest. Dunno why, but that was frustrating.

Oh, and the Class system could've been done better; there way more red Attacker classes than green Healers or especially blue Defenders (of the 25 currently available, 12 are red, 8 are green, and a measly 5 are blue), resulting in an overall lack of Defender diversity and a rather high likelihood you're gonna lack a Defender at some point.

Furthermore, each of the six main characters has an aptitude ranking with each Class, affecting how quickly they'll level up that Class, going from S, A, B, C and D. The issue is that this isn't evenly split throughout the party at all (for example, having 5 of each rank for all six characters, but which Classes get each rank is different for each character) - no, instead some characters have an easier time levelling up Classes than others, which can result in some lagging behind.

What I mean is that, in order of the total number of S/A/B/C/D ranks per character (minus the two postgame Classes):
  • Noah has 4/4/5/5/5
  • Mio has 3/4/9/5/2
  • Eunie has 4/4/8/3/4
  • Taion has 4/4/9/2/4
  • Lanz has 4/3/7/4/5
  • Sena has 4/4/8/4/3
This means that Noah and Lanz have the most D ranks, and Noah and Mio have the most C ranks, making them quite slow to level up quite a few Classes, while Eunie and Sena are more balanced, and Taion has the easiest time overall. Not the best design decision, IMO.
 
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I mean, overall the game is indeed quite enjoyable (even if I find Xenoblade Chronicles 2 to be more fulfilling, and Torna: The Golden Country to have the best combat), but there are a few notable issues that jumped out at me in particular.

Oh, and the Soulhacker class is tedious too, having to do certain tasks per Art or Skill to 'master' them - tasks that were way more tedious than practically anything XC2's Blade Affinity Charts made you do. Ugh, why?
 
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Is not better than 2. this one has some of the worst villains in the series
the ending feels empty and full of questions.
Ouroboros itself feels lame
also worst presentation than 2 with this one i feel we took steps back
 
idk. I think I liked 2 better honestly. the combat was much funner in my opinion and I really like the pokemon collecting waifu aspect.

Also I didn't like that the game didn't expand on the overarching narrative of Zanza or the world prior to the discovery and ignition of the Zohar by Zanza. That shit is so fucking cool and what i was hoping to see more of that by the very end but was sorely disappointing. I hope they expand more into that stuff in the upcoming expansion instead of delving more into a villain that I could really care less about or some ancestor of the houses of ouroboros bs.
 
The Ardun/Armu breeding thing in Colony Mu is utter horseshit if you don't know the right order to breed them in; if you select the wrong pairing, your breeding progression is essentially reset, meaning no progress is made. There's also nothing in the game telling you of the correct pairings or sequence; you either have to get lucky, or look it up online. That sucked.

There was a correct order? I know I did it 5 times, and it was different every time with, I think, one duplicate on the very last try. Not sure how people figured it out if there was supposed to be a correct answer, though.

And I can agree that the class types have some imbalance. The next hero is likely going to be a Defender to help with that. However it was probably story first, and personalities being what they were meant that that's simply how classes and affinities worked out. The affinity imbalance barely means anything once you get to post-game and set your level to 60, difficulty to Easy, and go into Lower woods to kill the two dragons with Chain Attacks for 3k+ CP.

Is not better than 2. this one has some of the worst villains in the series

As someone whose favorite entry in the series out of all of them was X, I wasn't too bothered by Mobius sucking as bad guys. I'm not here for the bad guys. They can be cartoonish evil. What makes them so cartoonish is their delivery, which I imagine was to ensure that their message / views were not taken with any seriousness. When dealing with heavy cultural abnormalities in something like this, it can be dangerous to play it straight. Unfortunately, people aren't too bright. *cough MSM cough*

Far more enjoyable, for me, was how the world itself was a character. It can be easy to poke fun, but trying to craft something non-human, building it from the ground up, can be gargantuan. I respect what they were able to pull off, despite some stumbling points. I liked listening to the trivial characters' stories, or seeing the Commanders journeys in their sudden new environment. The takes are mostly on the extreme-optimism side, but it's a game of heroes and villains and it kind of has to be.

Mobius is secondary to all of this, as is the
world-merge
stuff.
 
The one thing that bothers me the most is playing jap voice / eng sub, when it's so blatently obvious the localization just sometimes did whatever it wanted with the text, at times just going full zoomer :wtf:
i'm probably just getting old
 
The one thing that bothers me the most is playing jap voice / eng sub, when it's so blatently obvious the localization just sometimes did whatever it wanted with the text, at times just going full zoomer :wtf:
i'm probably just getting old

I also played in JP, and know enough to recognize how different it is at times. However, I think that a lot of what the localization team did was very positive. They really tried to let the world live its own life. Adjusting English idioms into appropriate phrases, and acknowledging the world *as* being its own character. This was nice to see, and playing in JP let me also hear the core meanings underneath that, which is why I bother.

There's always going to be some degree of corniness, or awkwardness. The original tends to have a lot of vague-stammering, something that happens a bit too often in JP dialogue. Meanwhile we will get overly emotive stuff that we will recognize as cringe in the same sense.

There was *one* part that was extra cringe for the English dialogue, and that was the Nico character. :P They did a terrible job translating that third person oddity and it was simply a chore to read any dialogue with her yammering in it.
 
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The one thing that bothers me the most is playing jap voice / eng sub, when it's so blatently obvious the localization just sometimes did whatever it wanted with the text, at times just going full zoomer :wtf:
i'm probably just getting old
Personally, I like how they invented swears/insults appropriate for Aionios; because there's no actual childbirth or sex in either Keves or Agnus, they logically would not have come up with "fuck" or "dick" or what have you. Instead, the terms used ("mudder", "snuffing", "sparking", etc.) have to do with the rock-bottom social status of Dirt-rank Colonies or the Flame Clock, which makes a lot of sense.

Apart from that, I'm not quite sure what else you mean.
 
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Honestly, my least liked character in this game has to be Ghondor; she's just so constantly vulgar and aggressive that it's irritating, and she almost never lets up. Not to mention how she steals Sena's Side Story from the girl, having an overall larger focus in it than Sena herself.
Eunie is also quite sharp-tongued (which does get tiring too), but she's not as constantly in-your-face about it; most of the time, she's pretty reasonable and tolerable.

Heck, out of Ghondor and Shania, I prefer Shania; while she does do some awful things, her vocabulary is nowhere near as needlessly-crass, she has actual backstory, and she's physically cuter to boot (likely due to the twin ponytails).

I just can't understand why anyone would like Ghondor, when her personality is abrasive and repulsive to an extreme. If it wasn't for the fact all Heroes and Heroines have to be selectable by the end of the game, I'd wish SHE was killed off and forgotten, a la XC2's Vandham (who doesn't get mentioned again by the end of Mor Ardain, not even when Rex fights the other party members at almost the very end of the game).
 
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I really enjoyed the story telling in this iteration (the writers always manage to bring dust in my eyes at some point), but I'm still in love with Torna's battle system which was so dynamic and enjoyable.

I agree with the comments stating that the class-balancing seems a little off (the amount of tank classes is also too low compared to the two other archetypes), and the merging of the PHY. ATK. and ETHER into a global ATK stat takes off from the character building. It felt less strategic than Xenoblade 2, so I guess we can say that really is an in-between on a lot of aspects. 😏

In the end, I hope the bonus scenario will bring a long-awaited link between the main serie and the X spin-off... Yes Monolith! We saw the Thelessia Remige with our own eyes! And we need the giant mechs back! So remaster X and bring an X2! Even if you need a Switch Pro or whatever Nintendo is planning for that! 😂
 
Gameplay 9 (too much techniques to adapt before enjoying, thanks for step by step tutorials throughout the story)

Presentation 10 (I didn't expect any games on the Switch with 4K 60fps but this game is far beyond my expectation, way better than XC2 in every way in terms of graphics)

Lasting Appeal 10 (140 hours for me to end the game and unlock rank 20 quests of all heroes, almost done every single sidequest encountered)

Overall 9.8
 
I really enjoyed 3, imo 3>1>2
I do understand why you'd prefer 1 over 2, but for me it'd be 2 > DE > 3, honestly. It's just that 1/DE is the only one with permanently-missable Quests and unique monsters (and in DE, Appearances) and stuff, and also the only one to have branching Quests as well, making "getting 100%" much more complicated than in 2 or 3. Furthermore, not even DE has unique monster gravestones, so if you need to refight one you have to respawn it the usual way, which can be quite tedious for the weather-dependent ones; no idea why they left this out of DE.

I do enjoy DE, for sure, and it is also the only game with its kind of visual customisation, and the only game with more than three Arts per character in battle, and the like, but...I find 2 to be overall more streamlined and less painful. Though I suppose I'm only saying that because I've got a self-made LayeredFS mod and a save editor to smooth out the rough edges...then again I have a self-made mod for DE too, though no save editor as such (only hex editing), so I dunno.
 
I have a question on this game:

um i'm not 100% sure if this game is wroth getting or not
cause i really liked XC1 DE, and this year finally getting a copy of XC2 (which i'm nearly done beating, main game: ch 5, Torna DLC: almost finished),
i can say that XC1 is my favourate XC game of the three, from story, charaters etc,
XC2 is good, ish okay i guess, but XC1 is still "a bit" better than XC2 ish, torna is nice also.

tho, im not sure on getting XC3 or passing it totally for another better switch game like FEW three hopes, bayonetta 1 or 3,
sonic frontiers? .

i wonder if this game is wroth its 60Euro amount and the DLC pass also?
 
Review cover
Product Information:
  • Release Date (NA): July 29, 2022
  • Release Date (EU): July 29, 2022
  • Release Date (JP): July 29, 2022
  • Publisher: Nintendo
  • Developer: Monolith Soft
  • Genres: Action RPG
Game Features:
Single player
Local Multiplayer
Online Multiplayer
Co-operative

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