You know what? I just thought of some flaws for this game. And it only took me two months!
--One of my biggest
regrets with this game is that I didn’t get all of the “Heart-to-Heart”
sequences scattered about…but I wonder if that was my fault, or the devs’ overestimation
of the player’s dedication. Unless I
played the game wrong (a real possibility, I admit), in order to get these
special sequences you have to find them in specific spots all over the game
world -- which, need I remind you, are MASSIVE.
But that’s not enough; the characters have to have a high enough
affinity for each other to even start the sequence, and the best way to do that
is to have them as your active party…which I didn’t. And even then you have to answer questions
during them that you have no way of knowing the answer to. It feels like a needlessly complicated system
that locks you out of character insights, rather than promoting them.
--I’m not going to take
back what I said about the battle system (i.e. I think it’s awesome), but I
don’t think the terrain is used as effectively as it could be. It’s true that you can blow enemies off high
ledges to win your fights, but outside of that there really isn’t too much done
with it in the middle of a fight. If it
was, then a late-game boss wouldn’t have been as much of a pain in the ass as
it was; because of its size, the small paths you can fight on, and the acid
surrounding you, it’s more than common for you to get blown -- or even brushed
-- into pools of the stuff so you can watch your party melt before your
eyes. Why that stipulation to battle
would be added in the game’s later skirmishes is a mystery best left for the
ages.
…And I think that’s it
for now. At least, those are the big
ones. So with that out of the way, let’s
get to the game’s strength: it’s story.
WARNING: OH MY GOD THERE ARE SO MANY SPOILERS
IN THIS POST. DON’T EVEN THINK ABOUT
GOING ANY FURTHER UNLESS YOU WANT TO HAVE EVERYTHING RUINED. DON’T.
DON’T. DON’T.
…All right, time to ruin the game for you.
So if you read the
last post on Xenoblade, you may remember me saying something
along the lines of “this game is all about triumph.” And that’s still something I believe. It’s something that I’d argue is proven
thanks to three elements of the game.
The first is my favorite song in the entire game, and one of my
favorites introduced this console generation.
It’s the one and only “You Will Know Our Names”, which I will continue
to post until everyone in the world has heard it.
The second element is
the plot proper. I can say with some
confidence that the “spirit” of the game is triumph because several dozen
events are geared toward proposing and proving that idea; in a sense, they’ve
already done the legwork for me, and saying anything more would almost be
redundant. On the other hand, I’m here
to tell all in case you missed it, or haven’t played the game yourself. (Though of course, my opinion isn’t
undeniable truth; feel free to come up with your own theories.)
But the third and most
important element is also the most obvious one: the lead character. And let me be perfectly honest: if ever there
was a character that deserved to be called “badass”, it’s Shulk.
“Badass” is a term that
gets a lot of use lately -- especially in the game industry (CliffyB’s design philosophy
is at once a boon and a death knell for games as we know it). But let me be clear about the term: in my
eyes, being badass is not about who you are or what you can do; it’s about why
you do it, how you do it, and what you overcome. So no, being a seven-foot tall super soldier
isn’t enough. Nor is being able to swing
a sword in a flush of angel feathers.
It’s not enough to look like a tough guy, or stomp all over anything
that comes a-knocking with little more than a scowl and a quick quip. Not anymore.
Never again. A “fake badass” is
just a character that gets by just with being something and doing
something. A “true badass” is a
character that’s ABOUT something. Not
just a force of nature; a force of will. And big air.
So let’s move back to
Shulk. See, one of the big complaints
about JRPGs is in its characters -- more often than not, they slide too
perfectly into set archetypes and never move out of them. In a lot of cases, that’s true (*stares
daggers at Magnacarta 2*). In a lot of cases, the lead character slides
into one of two modes: brooding, surly jerk, or grinning idiot. There are exceptions out there, of course,
but more often than not those are the defaults...especially for bad JRPGs. And even the exceptions can slide into the
defaults, if not collapse entirely. I
remember thinking to myself that Edge Maverick of Star Ocean: The Last Hope was shaping up to be a pretty cool
character…and then certain events led to an implosion of his character, even
with the justification of the story. He
never recovered, and neither did his game.
Not even the typically-fantastic Tales
Series is immune to this; Symphonia’s
Lloyd was as dumb as you’d expect a guy wearing cowboy pajamas to be, and
the entire third act of Abyss was
pretty much an effort to turn Luke into a midriff-bearing sad sack.
But Shulk is
different. For starters, he’s actually
something of a scientist, or at the very least an engineering student; that’s
something you don’t see very often in games in general, let alone a JRPG. He’s made it his mission to figure out the
secrets of the Monado, a massive red blade (the same one on the box art, of
course) that’s one of the only weapons that actually works on the Mechon, the
robotic invaders that harass and threaten the human race. He’s -- usually -- a calm, thoughtful person
that asks the questions nobody else will, all in an effort to better humanity’s
lot in life. He tends to get absorbed in
his work, but he’s not without his humanity…or the awkwardness that ensues
whenever he’s brought out of his shell.
He’s the type of person that’s fascinated by the world of Xenoblade -- as he should be,
considering that A) the game takes place on a pair of colonized Gundams, and B)
as our guide for the world, if he’s not interested in and excited by the surroundings,
the player has no reason to be, either.
(I just had to include this shot. It's just too hilarious.)
The hidden benefit to
having Shulk be a man of science -- at least as much of a “man of science” one
can be while atom-smashing robots with a laser sword -- is that science itself
becomes a theme that pervades the game.
And indeed, there are a lot of different aspects to science even outside
of the context of the game…but for the sake of argument, let’s pare it down to
a few extremely basic ideas:
1) Science is an understanding of facts about our world.
2) Science is an effort to understand the mechanics of our world.
3) Science is an application of processes and facts to alter our
world.
It’s a bit of
generalization, but work with me here.
The presence (or lack thereof) of science -- and more importantly,
knowledge -- is what defines one’s capabilities in this world, from the
individual level all the way to a global scale.
The search for and application of that knowledge is what helps one grow
and even survive…and of course, helps them stand next to, compete with, or even
surpass others. Remember, the Space Race was a thing
that happened once upon a time, bringing with it not only competition and a
frenzied rush to see the stars, but no shortage of other benefits -- some abstract,
some tangible. The key word here, for better or worse, is progress. It’s something that can change the world for
the better…or in Xenoblade’s case,
threaten to turn everything to shit.
The entirety of Xenoblade’s plot hinges on an arms race
between Shulk and his party (and by extension the other biological races living
on the Bionis, AKA Nature Gundam) and the robots that want to kill and even
harvest the humans (making a home on Robot Gundam…redundant as that
sounds). Pretty much every event in this
game is a goal post that just gets higher and higher the more you play, raising
the stakes along with the destructive power.
At the start, Shulk and friends are struggling against one nasty Mechon;
find a way to beat him -- albeit through cheap tactics -- and suddenly it’s
revealed that he was just part of a mass-produced line of the model…and you’re
very nearly swarmed by a dozen more.
Of
course, before game’s end you’re able to take on the same model of enemy
without too much difficulty, but that’s only because the real challengers just
keep ramping up their power and their stakes.
Each elite unit (and ultimately their leader) is such a massive leap in
power and ability that you’d be forgiven for thinking you’d switched to the
wrong file in the middle of a play session.
Or to put it in a different light, imagine watching the tail end of the
Namek saga in Dragon Ball Z, only to
sneeze and suddenly have Perfect Cell smirking at you from on-screen.
The lynchpin of the
heroes’ efforts and hopes is, of course, the Monado. Shulk may be a smart guy, but if he’s out to
win the arms race, he needs time, facilities, and resources that the gang just
doesn’t have. (And even if he did, he’d
be dragging the story to a sloth’s pace).
It’s explained that the Monado, for all its mysteries, works on a simple
principle: it’s the manifestation of willpower that allows its wielder to
change his future as he sees fit…assuming he’s up to the task, of course,
considering that Shulk still can’t save everyone even with his foresight. In any case, over the course of the game --
just as you’d expect from a video game -- Shulk learns new abilities with the
Monado that help him overcome new challenges, allowing the heroes to keep on
competing in the arms race.
The basic
ability is the Monado Buster, which turns the sword into a giant glowing
robot-swatter; that’s eventually followed up by a party buff that lets them
fight robots, a shield ability that protects them from certain attacks, a speed
boost that…boosts speed, a debuffing Genmu Zero, and a big
whompin’ area of effect attack. (And as
I learned right before fighting the last boss, you can unlock even more Monado
abilities. That’s what I get for playing
without a guide, I guess.) There’s no
time for Shulk to stop his journey and do research, but thankfully he has the
Monado to compensate, evolving right alongside him.
What I find extremely interesting about this whole
Monado business is that for the longest time, it’s the one getting the credit
for the team’s victories, not Shulk. The
dialogue reflects this repeatedly; when there’s a job well done, it’s not Shulk
that’ll get the credit, but the Monado.
“Thanks to the Monado, we managed to pull that one off,” someone might
say. Or maybe “As long as we got the
Monado, there’s no way we’ll lose!” The
sad thing is that they’re absolutely right -- they ARE only winning and
surviving because they’ve got the Monado. Everyone -- even Shulk -- is putting
all their faith into a weapon far beyond their understanding, but they know
there’s nothing they can do about it.
They’ve become dependent on the weapon -- on the tool, a piece of
technology and nothing more, in order to eke out even a basic existence.
And what’s even MORE
interesting is that it’s not just Team Shulk who’s putting all their faith in
their technology. Team Robot is doing
the exact same thing. As it turns out,
the Mechon that you’ve been going up against for the entire game are just the
foot soldiers of Egil, part of the Machina race -- which is to the Mechonis
what humans are to the Bionis. In a
nutshell, his plan is to have all life on Bionis erased as a means to steal
away the life energy the Bionis is using to sustain itself and reawaken (among
other things, but I’ll get to that). So
basically, all the technology employed by the bad guys -- or bad guy in this case, considering that
Egil’s essentially a rogue with untold thousands of emotionless followers -- is
an effort on Team Robot’s part to win the arms race and the war at large. And because of it, you can start to see the
price one might pay for devoting themselves too passionately to a cause, especially to technology, and double-especially to tools of warfare. Team Robot is the literal embodiment of
discarded humanity, showing what could happen if war and destruction (and in
Egil’s case, revenge for past slights) become all that matter to a person. And it’s no accident; Shulk himself very
nearly loses his humanity for the sake of his mission and his revenge,
entrusting his very being to a weapon nobody knows a damn thing about besides
“it’s red” and “it breaks robots”.
If memory serves me
right, the Destructoid review rightly named “revenge” as one of the key
elements of the plot. And I agree with
that. Virtually every playable character
(except the little fuzzball Riki, maybe)
and dozens of NPCs have every reason to want revenge against the Mechon. Shulk wants revenge because a Mechon attack
leaves Fiona KIA -- and with Fiona being Dunban’s sister, the war veteran is
looking to bust some mechs to compensate.
Reyn is also a friend of Fiora (and Shulk, of course), and he’s eager to
get some payback after Mechon ransack the trio’s beloved Colony 9. Sharla wants revenge because of what the Mechon
did to Colony 6, along with her lover Gadolt meeting a grisly fate by their
hands. Melia wants revenge because…well,
Melia has any number of reasons to hate the world and everyone in it, but let’s
just say it’s because her dad bites it in a Mechon attack and leave it at
that. Maybe the reason these people can
become so comfortable with one another is because they all seriously fuckin’
hate robots.
But once again, as the
lead character Shulk steps in to change the nature of the story -- and he
doesn’t even need to swing the Monado to do so.
In fact, if he DID swing the Monado, he’d just be making things
worse. A big reveal of this game is that
the Mechon -- at least those that are important enough to the plot have
faces -- are forcibly piloted by abducted humans…with Shulk’s main squeeze
Fiora being one of the prime candidates.
As soon as Shulk finds out the truth, suddenly revenge doesn’t become as
captivating an idea, and he starts to realize the implications of any rash
actions (something that he, in fact, has to teach Dunban before he can make a
big mistake). It’s easy to assume that
Shulk is forced to a halt because of the reveal that Fiora is alive, if turned
into a cyborg against her will. On the
other hand, I think the idea goes a few steps further. And to explain what I mean, I’ll have to
invoke the specter of a very obscure franchise.
In all fairness, the
only campaign I’ve played is the one in Black
Ops 2 -- and even then not to completion, as I wisely decided to leave the
suffering to my brother -- but if my guess is correct, one of the main
complaints about the games is that you’re just expected to shoot the enemy
without any thought or consideration of who they are. They’re just Russians, or terrorists, or
“brown people”. It’s dehumanization --
and really, you can’t blame the devs for it.
It’s a lot easier to kill someone when you don’t know who they are or
what they’re all about. It’s better to
imagine them as faceless. But by giving
enemies in Xenoblade a face -- and
standing in contradiction to everything the cast knows -- it’s a way to make
them stop dead in their tracks. It’s
information that changes the way the fight plays out, especially for Shulk and
his Monado-brandishing antics.
It’s stuff like this
that makes me wonder -- could it be that Xenoblade
isn’t as much a fantastic romp across worlds of wonder as it is an allegory
about the threat of our obsession and dependence on technology? Or if not that, then an allegory about the
nature of war and the corruptive effect of competition rather than
cooperation? I mean, sure, the party of
six (and eventually seven once Cyber-Fiora joins the fight) is working by
themselves for the most part, but that’s only because they’re a sort of “advance
guard”; it isn’t long before they’ve got every sentient species on the Bionis
banding together for the sake of waging war against the Mechon. Hell, the game STARTS with a battle the year
before the game’s main events are set in motion. Who’s to say that Xenoblade isn’t just one big war story taking place atop a pair of
Gundams?
I would say I’m
reaching and that they’re just unintentional parallels, but…frankly, I think
I’d be lying to you, and to myself.
There’s no way that the undercurrents of thought in this game were an
accident. No way. It just lines up too perfectly. The devs had something to say here, even if
they didn’t say it quite as loudly as the theme of revenge or the wonders of
the adventure proper. No, what’s on
display in this game has to be a calculated effort -- loud enough to get a
point across, but soft enough to keep everything moving at a brisk and
almost-cheery pace.
That’s something
conveyed by all the characters, as well; they’ll stop to consider things and
lament over the occasional sour turn of events (maybe), but there’s never the
wall-to-wall angst that most people expect out of JRPGs. Nor is there stupid-ass conflict between
characters over trivial matters. These
people are acting as friends and comrades, but they’re all also acting like adults and thinkers; even Reyn, the guy who’s
supposed to be the big lunkhead of the group, is just as mentally and
emotionally developed as the rest. He
knows what’s going on. So do the other
characters. So do I. And it’s my guess that everyone that’s played
the game to completion knows it too.
There’s plenty happening on the surface, but cut past it and you’ll find
a verifiable gold mine of depth, thought, and merit. And that’s precisely why the game deserves
every last bit of praise it’s gotten.
…But I’m getting
off-topic. Like I said, the real draw of
this game -- the spirit that defines it and transforms so many of its elements
-- is triumph. And indeed, triumph is
bursting out of every orifice.
It goes without saying
that, even though Shulk and company face some massive trials, they overcome
them each time with guts, smarts, teamwork, and of course effort. As they should. They’re men and women on a mission,
journeying across the Gundams not only to beat their foes, but to learn the
secrets of the Monado (and get involved in the cultures and struggles of
fluffballs, humans with wings on their heads, and kind-of-but-not-quite
cyborgs) and gain whatever advantage they have against Team Robot. Most of the group’s goals -- save Sharla’s
little brother, save the old man, save Melia’s father -- are blocked off and
punctuated by incredible challenges…or more often than not, challengers.
The game is constantly
trying to top itself in terms of what it can throw at the cast, up to and
including pitting your team against an enemy that’s likely the size of an
actual Gundam. Not to mention that the
Monado isn’t the be-all and end-all weapon; time and time again, the Mechon
find ways to suppress, outmaneuver, or outright shut down the Monado and leave Team Shulk scrabbling for a
reprieve. You know they’re going to
succeed eventually, but the game -- again, as it should -- puts up a convincing
illusion of struggle and hopelessness.
Time and time again I found myself thinking, “Oh man, how am I going to
beat THAT?” Especially because, this
being a video game, I couldn’t finish it without
beating THAT. But eventually, it
reaches a point where it just gets downright ludicrous.
Seriously, what is up with that pose? What is he, a dolphin?
Okay. Remember that DBZ analogy I made earlier?
The one that likely made you want to look at a clip of the Final
Flash? (Got you covered.) Well, let me twist that around a bit. Going to the REAL villain of the game from
the fight that preceded it -- the guy with his own personal Gundam that can
pilot the Robot Gundam to destroy Nature Gundam, mind -- is like going to the
battle with Kid Buu straight from the first episode of the original Dragon Ball. Let me see if I can explain this succinctly,
and have it make sense even for those who’d need about seventy hours’ worth of
play time to even begin to understand the context.
*deep breath*
It turns out that Shulk
has been dead for more than a decade but because he came in contact with the
Monado he ended up becoming the retainer of the spirit of Zanza, the
ascended being and effectively god who, along with Meyneth -- who resides in
Cyber-Fiora for a large portion of the game -- created the world of Xenoblade and is virtually the
embodiment of the Bionis, and plans to absorb all life on the Bionis to start
the world over, all while simultaneously enacting his plan of destroying the
Mechonis and everything on it -- something he’s more than capable of doing by
virtue of not only having virtually all of the powers of the Monado, but after
a clash with Meyneth/Fiora, ends up wielding TWO SOUPED-UP MONADOS at his
leisure -- and ultimately Shulk is left for dead, the gang is stripped of its
only viable weapon, they’re betrayed by the people they trust the most, an
entire race is transformed into Zanza’s killing squad of antibodies, the
Mechonis gets wrecked, Meyneth is lost, and within minutes Zanza’s forces are
knocking on your door.
*hyperventilates*
…You know, usually in fiction, it’s not very
often where you’re left thinking “There’s no way they can beat that!” If there really was no way, then the story
would be over and it’d jump straight to the Bad End. Of course they’re going to get out of
it. Of course they’ll win. That’s what it means to be a hero in a story
-- overcoming the odds with skill and strength of heart.
But this game…this game
does things differently. I don’t think
there’s ever been a game that not only managed to strip the characters of their
hope, but also strip ME of my hope.
After watching the string of cutscenes that revealed the truth, I felt
something I hadn’t before. The game
actually made me sick. Physically ill. I honestly didn’t believe that there was a
way for Team Shulk to win, especially since Shulk himself had been shot in the
back and left a lifeless husk. There was
just no way to make a comeback. And
without that feeling of hope, that ability to bring about the happy ending I’d
expected of the game -- a privilege I’d taken for granted in any given game --
I felt like giving up.
It was over. Team Shulk and I had entered our darkest
hour…and this time, there would be no dawn.
…Except there was, and I
felt silly for ever doubting the game.
Whoopsie daisy!
In retrospect, I
probably shouldn’t be surprised. If
there’s one major problem I have with
Xenoblade’s story, it’s that it falls
on the old “Hey, guys! Let’s go kill
God!” shtick. (Or if not God, then the
religious figure du jour.) I mean, haven’t
gamers done that enough? Haven’t games
in general done that enough? It seems
like such a cop out to make God or the pope a main villain, especially when so
much of Xenoblade was about a
struggle between opposing yet largely-equal forces. It’d be like having the Cold War come to an
end because a new group came to earth riding on Voltron.
So in a lot of ways, it’s something that
threatens to break the war motif in two.
On the other hand, having the gang decide to take on God and win
supports the idea of changing fate that’s so obvious I feel silly even
mentioning it. The game is a blend of
mundane concepts and fantastic elements, after all, and as such it’s hard to
heap too much hate on matters of deicide.
I’d argue that the game could have stopped after the final fight with
Egil -- making sure to weave some of those plot twists in toward him, of course
-- but for what it’s worth, I suppose Zanza’ inclusion isn’t exactly a deal
breaker. He does get a spiffy final boss form, after all.
Besides, the endgame
reveal shows that Zanza isn’t exactly the god he’s made out to be; as it turns
out, like Team Shulk and Team Robot, he’s a victim of the obsession with technology,
only taken to an even further extreme.
Turns out Zanza was actually a scientist named Klaus who, once an
experiment goes wrong, destroys his world and has to create a new one alongside
Meyneth. (Side note: having beaten Xenosaga but not having played much of Xenogears, I’d like to think that XB is an extension of XS, wherein Klaus’ efforts pick up on
Shion’s efforts in her game to try and find a solution to the end of the
universe.) So basically, Klaus becomes
so enraptured by what he’s wrought that he ends up forgetting who he is and
what he stands for. And more
importantly, he’s the sort of person who believes that as long as he’s got the
tech -- the power, be it from godhood or ownership of the Monados -- he can do
whatever he wants. He’s right, and
everyone else is wrong.
Except he isn’t. The thing that Shulk’s trying to prove --
that the game’s trying to prove -- isn’t just a matter of technological might
making right. It’s the intent behind it. The willpower. That willpower is what creates the drive to
make those machines in the first place; it’s the drive to create the means to
change one’s fate. Instruments that
facilitate change, and make it easier, sure -- but in the end, they’re just tools. Corny as it may sound, the real power comes
not from within --and with it, even the lowliest of men can bring about true
triumph.
So. At the end of the day, what else is there to
say about Xenoblade? Besides the obvious?
I know it’s good. Others know it’s good. Hopefully by reading this post, now you know
it’s good. It’s common opinion -- if not
fact -- that this is one of the Wii’s greatest games. And it shows; it’s got more than enough
content, creativity, depth, and even deviousness to satisfy any given
player. Hell, I’ve blown almost five
thousand words talking about it in this post alone, and I STILL don’t feel like
I’ve covered everything. But I guess
there’s only one remedy for that. If for
some reason you haven’t played this game -- or even watched a playthrough on
YouTube -- you owe it to yourself to do so.
This game…this game is something special.
It took me well over a
year of on-again, off-again sessions to clear it. And I enjoyed virtually every second of
it. The characters. The world.
The battles. The ideas. It felt complete. Thoughtful.
Bursting with energy, but restrained by wisdom and focus. In an industry full of misguided efforts,
shenanigans, and all-out disappointments, to get a game this complete and this
well-crafted is a triumph in itself.
And that’s precisely
why, from this moment on, I’m inducting Xenoblade
Chronicles into my Top Ten Favorite Games.
Because that’s precisely what it deserves.
What else is there to
say? Well, I can think of one thing, at
least.
Thank you.
I can relate to that hopeless feeling. It happened when I first played Persona 3, which was my very first Atlus game and I was ignorant to the kind of games they make. I decided to see the ending on Youtube while I was a little past the halfway point of the game. I didn't want to play the game for a good 2-3 months, but I managed to muster the motivation to complete it. Thankfully, Helel cheered me up.
ReplyDeleteThe plot twist of the story kinda reminds me of Star Ocean 3's plot twist, which is strange considering that a good number of people didn't like SO3 because of it, yet everyone praises this game in spite of it. Maybe I would watch a LP of this game since I don't have a Wii.
Ah, Persona 3. Fun times to be had for sure as you try to repel the undeniable, unstoppable pressure of death and despair, ultimately managing just a potential fix with great lost instead of a genuinely happy ending. A heartwarming tale, indeed.
ReplyDeleteAs for SO3, I think I can see why people had issues with that and not Xenoblade. With Xenoblade, there's no connection to any canon or bindings to earlier games (well, technically you could count Xenogears/Xenosaga, but XB is practically its own beast). With Star Ocean, it's a more direct connection. And even if it isn't -- it was the first game in the series I played -- it wasn't necessarily the revelation of a God you have to kill that could cause a problem; it was the fact that the revelation of a God also potentially invalidated your efforts so far, the universe you'd explored for dozens of hours up to that point, the people you met, and satisfaction all of those entail...and then on top of all that, if you ARE a fan of the series then that means SO1 and SO2 are ALSO invalidated. It was a twist on the universe that didn't have to be...which probably explains why The Last Hope --
*shudders*
...why The Last Hope had to be a prequel. They didn't know what to do with the story from there. And it shows.
But enough of that. It goes without saying, but if you can find a good LP somewhere on YouTube, then watch it ASAP. Although you should probably be prepared for a long haul; there's no telling how long you'll be watching, but if it's anything like playing the game, I would probably not recommend clearing it in one sitting. Unless you have some sort of superhuman endurance.
xenoblade chronicles looks cool, will enjoy playing it.
ReplyDelete_______________________
Hotline Miami
And rightly so. It's amazing how much adventure the devs managed to cram into a disc on the supposedly under-powered Wii -- proof enough that using the resources you have > using the almighty dollar to throw superficial weight around. If this is what they can do this generation, no doubt they'll offer something even better next time around...and teach other devs how to do it.
ReplyDeleteAnyway, hope you enjoy the game...though I'm a little worried I might have spoiled everything for you.
haha, no problem i m sure i will enjoy it anyway.
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Hotline Miami
Ha ha.... I kinda feel bad for stumbling on this 9 months late and doing this too you but.... The fastest way to gain affinity between characters is to give the little 'blue ball' items you find all over the world to them as gifts. Find a four star gift and spam it, and the character you are playing as and the character you gave the items to will be chums in no time.
ReplyDeleteFun read mate. Now, if you are ready to go back to the world of Xenoblade in time for it to blow your mind before X arrives...
Look up the definition of a Monad in Greek Philosophy, its definition in computer programming, and Gottfried Leibniz's 'Monadology'.
Wait a second. Monad? That sure does sound a lot like 'Monado'. I wonder if there's a connecton. Let me just put that into a Google search and
ReplyDeleteOH GOD I'M FIRING OFF RAINBOWS FROM EVERY ORIFICE
Also, I'm really starting to feel stupid about not being able to boost affinities. Not just the fact that I missed out on the Heart-to-Hearts, or the fact that the back half of my party were pretty much strangers even by the endgame -- no, I never would have even guessed that you could give those blue ball items to your teammates. Was I just in a coma or something when I played the game? Man, what an embarrassment.
I'll just have to be better about things in X, I guess. Then again, I might be too busy RIDING IN MECHS! *air guitar*
In any case, glad you enjoyed the post. Got plenty more where that come from, so feel free to check around. It'll (potentially) be fun!