Xenosaga Episode II: Jenseits von Gut und Bose Review
It's certainly a bit jenseits us.
Version tested: PlayStation 2
Imagine lugging Tolstoy's giant novel War and Peace home in your satchel, the physical weight of its 1500 pages mirroring the life-enriching substance of the prose; an epic in the true - oft-misused - sense of the description.
Now envisage yourself settling down to start reading only to realise the first 20,000 words of characterisation, plot introduction and scenario setting are missing and you've been dropped right into the middle of a story you really know nothing about.
Hold that thought.
Xenosaga is not a household franchise name here in Europe. But in its homeland of Japan, the series and its illustrious creator, Tetsuya Takahashi, are famed for attempting to take the videogame adventure in a different direction. Remember those ghastly interactive movie games from the early nineties: pixel drivel such as Night Trap? Well this is what happened when that concept improved itself, married a Japanese RPG producer and then gave birth in space.
Xenosaga Episode II is the second instalment in what will allegedly be a six-part videogame/RPG anime opus set four thousand years in a future of spaceships and bionic soldiers. Savvy gamers who imported their RPGs in the PSone era might remember Squaresoft's wonderful Xenogears, an RPG to rival Final Fantasy VII for critical acclaim. The Xenosaga series is a prequel to that game although now developer Monolith Software works for Namco.
The character models in Xenosaga 2 have been greatly improved from the first game
The scale of the series is as gigantic as one might expect when you start to place six full-length RPGs back to back: every aspect of the sprawling character roster, overarching scenario, cultural reference and artsy camera angle just a tiny nuance on the vision's sprawling canvas.
So on the one hand, this is a very interesting game.
Still holding Tolstoy in the other hand? Good. As if trying to grab a hold on this behemoth of a story wasn't hard enough, you likely won't have played the first game, having only been released in Japan and America three years ago. So, in Xenosaga Episode II you are shoved into the middle of a sprawling narrative, its plot tentacles stretching off into a foggy distance in all directions. And to make matters worse, you've missed out on the first ten chapters.
The War and Peace analogy works as both it and Xenosaga Episode II are largely non-interactive: you respond to what is presented to you, but that's mainly it. Between them, Xenosaga 1 and 2 allegedly have over 30 hours of cut-scenes: the equivalent of 20 full-length 90-minute Hollywood blockbusters strung together in a narrative line. The traditional 'explore and fight' RPG gameplay really only serves as a means to draw lines to link the drama; it's videogaming turned on its head so you'd better get comfortable and order in the pizza.
Famous composer Yaunori Mitsueda has been axed in favour of Yuki Kajiura and Shinji Hosoe.
The sense of confusion you'll no doubt experience when diving into this game is offset if you buy the special edition of Xenosaga Episode II, which comes with two bonus DVDs containing all the cut-scenes from the first game. If you want to get to grips with the Xenosaga universe then it is probably worth sitting down and watching through the bonus DVDs first as this game picks up right where the first title finishes, but that's some frightening background reading just to play a videogame.
Still, it's a bad analogy, because, while War and Peace actually is a classic, meaningful and significant story, Xenosaga, with its Nietzschen taglines, merely thinks it is.
Rather, it's a soap opera of an RPG set in space. The story centres around the exploits of unlikely heroine Shion Uzuki, a geeky engineer, and her ragtag band of supporting friends (bionic femme-fatale, KOS-MOS, diminutive gun-slinger Chaos, cutesy rag doll MOMO and grave-faced Ziggy), as they are thrust into a vast battle to prevent the powerful Zohar weapon from falling in to the wrong hands, the future seesawing on their success or failure.
The game is filled with long words, long-windedness and a liberal sprinkling of historical and contemporary cultural references that might make it look clever at a glance, but really just dress the straightforward to look high-brow. Underneath the showy dialogue, this is really just a standard RPG with hit-points, super-deformed character design, field exploration and hit-X-on-everything gameplay bolted on to a movie.
Xenosaga's villains are deep and complex...
That's not to say it isn't good: there are excellent set-pieces, deep characterisation and an involved storyline. Enemies are visible on the field a la Chrono Trigger, eliminating randomness and the difficulty level has been set high to provide a challenge and a thrill to those sections you actually play.
There are a number of changes from the first game: character designs have been sexed-up and the main story and countless flashbacks are presented in a more straightforward way. In terms of the battle mechanic, surprisingly, weapons, armor, accessories and money are all gone. You can still level characters up but the key way to develop them into unique fighters is through unlocking skills. Each character has 112 skill slots, divided into four skill levels and classes, so there is dizzying scope for customisation and this freedom works really well. Some skills are equipped while others automatically take effect once mastered by the respective character and micromanagement is the key to balancing your team.
Characters can forgo their turns to boost and up the physical ante and a new attack option has been introduced to allow two characters to team up and perform a combination attack. Like in Final Fantasy X it's also now possible to chop and change your characters mid-fight, sending misplaced team members to the bench and calling up fresh muscle. In addition, there are three huge mecha robots which can piloted by your characters during key fights. This feature was in the first game as well but, again, it has been better implemented here and, although mecha battles are far fewer than the on foot variety, they are another welcome distraction.
Many of the questions raised in Xenosaga 1 are answered.
The battle system revamp has been just what the game needed and it works extremely well. Combined with the high difficulty level, fights can be very exciting requiring fast reactions and good leadership to ensure victory.
Where Xenosaga Episode II compensates for the cut-scene/playable game is with it's side quests which are expansive and, technically, outlast the main game in terms of length. For example, the "G2 campaign" consists of 36 optional Herculean tasks to complete ranging from key battles, learning memory sequences and item fetching exercises. There are even four bonus dungeons for those who want to squeeze even more gameplay out of it.
Xenosaga 2, is a big commitment for any gamer. If you want to get the most out of the game you're looking at weeks of concentrated staccato playing/watching/playing/watching as you work your way through the huge narrative arc. But with four games still to come before the tale is told, there's no better time to get sucked in, and like all the best soap operas, this one will have your gripped and teetering on it's final cliffhanger in what really seems like no time at all.
7 / 10
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Comments (28) Latest comment 2 years ago
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The score would kinda indicate it would not be worth it though
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Xenogears was great, up until the second disc where it drops out of game mode and into narrative mode. I thought at the time that they must have been rushed for time and had to wrap it up quick, but now I see they were leading in to their long-term design philosophy which Xenosaga 1 started and this one cements. I am not sure I like it; is there really a happy intermediate between RPGs and film? At the moment, I can't help but feel elements of the one might distract from the other, that they aren't compatible formats. To some extent the non-interactive comes as a welcome break in interactive media, but is the opposite true?
I'd suggest only in the sense of being able to alter the outcome; to trigger or bypass story arcs and end up in a subtly or wildly different conclusion. I'm thinking here of Guardian Heroes, where you select your next level by making a decision at the end of the level; they story changes to make what you selected the right thing in context; for example, if after talking to Kanon you pick the option that he's insane, then exactly that is so. On that path you can reconcile the sky spirits and the earth spirits because they are not really the enemy. Or they are, if you make a different choice later on.
This is perhaps why the second disc of Xenogears disappointed me: there were no decisions to make, and the only alternative outcome was the Game Over screen. It's probably true of Xenosaga too; interactivity must mean more than 'press (X) to continue.'
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Don't expect the fairly straightforward 'wrapped up in a neat little bow' style of storytelling you get from other RPGs like, but it is a great piece of work, with some of the best cut scenes I've ever seen in an RPG.
Top class game.
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Anyway... on the one hand, I'm happy that Namco has finally released something Xenosaga related in Europe, and on the other hand I'm sad they didn't bother to release the first game. I did email Namco to ask why they did it like that, but I didn't really get a satisfactory answer.
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Yep, it's diminutive Junior who's got the guns... normal-sized chaos' got Lunar Seal and the like. And calling a 100-series Observational Realian prototype a cutesy rag doll is kinda off the mark. Well, what do I care? I loved the game, and the reviewer apparently didn't... happens all the time.
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Probably the second part is just more of the same, but I'll give it a try as well. Good thing I waited a little longer before importing, I hear the EU-version will be shiny with an extra disc.
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I was always interested in getting Xenosaga I, but it never appeared in Europe, so Namco kind of dropped the ball on that one. Dunno if I should bother with buying this one at all... cutscenes included or not, it's still like Namco is basically kicking us in the face (Like with Katamari Damacy).
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GamesAreFun
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The score would kinda indicate it would not be worth it though"
Barton I sat and watched the DVD this week, tis split into 3 chapters, first chapter is 45 mins long, 2nd is 1.5 hours and the 3rd........roughly 2 hours.
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Very much so.
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I was really hyped up for the first one, but then it was eventually never released over here. I'm being all stubborn about that and I don't want to touch this one either..
Why can't european RPG releases ever be done _right_? Slap us with borders and bad conversions or chop off the first part of the story..
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Like when you attack with one attack and a B appears, and A or C appears when you use the other attacks, you'll notice some of them appear in red sometimes, these are parts of the break zone sequence for that enemy. eg. if an enemy's break zone is 'AAB', you attack them with the moves to create that sequence(I THINK it's square, square, triangle for that sequence, but I'm a bit fuzzy, it's been a while) and then use 'boost' to get other characters active while the enemy is in break zone, and attack with all your stocked moves for massive damage.
It sounds a bit complicated when put like that, and it's been a while since I played it tbh, but read the instructions carefully, and when you try it out a few times, you should get the hang of it iin no time.
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This game deserves an extra point just for Shion's swimsuit.
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The battle system is badly explained (I resorted to reading a FAQ) but once it clicks, it really is excellent.
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Imported the first part and played it through; it doesn't matter, I still have no idea what is going on.
Liked enough to import part III.
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