Thursday, May 18, 2017

Xenosaga Episode II: Jenseits von Gut und Bose (2004)



If the narrative of Xenosaga Episode I were a bit chaotic, convoluted, and mysteriously confusing, Xenosaga Episode II doesn't exactly make things much clearer. There's a large story going on, continuing the events of the previous game (whatever they were), but the focus is primarily on the backstory of Junior, Sakura (the child MOMO was modeled after), and Rubedo. Gnosis aren't a super big part of the world anymore, although they're still there on occasion as the enemies. It all provides a surprisingly compelling character story, even if it's still filled with confounding elements at times. Rubedo is actually a pretty entertaining villain, so to have some light shed on him, even providing a reason to empathize with him, is a pretty good direction to take the story.

One of the biggest issues people may have with Xenosaga as a whole is how much of the game is comprised of cutscenes, most of which make no sense. Even fans of this style of JRPG - the kind where you line up a party of three or four characters and select actions through menus - might wind up having a hard time staying focused. Cutscenes are often so long and cryptic that it can actually get a bit boring. It doesn't help that a number of characters use a completely emotionless, monotone voice. From the newly introduced Canaan and Jin to the replaced voice actor for chaos, it almost seems like they're trying to lull you to sleep sometimes.

On the flip side to the dragged out, kind of boring story is the combat system, which takes the core experience of the first game and makes it a bit more fun. The basic idea is the same: in a turn-based order, each character has different attack options. Stocking allows you to build up a series of attacks to unleash at an onslaught of combo attacks. Doing the right combination of strikes can send opponents airborne or knock them to the ground, exposing them to greater damage. It adds a fun element to battles in a similar way that dual and triple tech attacks did in Chrono Trigger. It's hard to say if, in the end, the combat here is more fun than in the first game, but either way it is still fun.

However, some of the problems plaguing the first game return in full for the sequel. Probably the most egregious aspect of the gameplay is that the rules that apply to the player do not apply to the computer-controlled enemies. Bosses are often difficult - and large groups of enemies as well - because they get to function outside the established rules. They can boost on top of boosts, opening the way for a wave of uninterrupted attacks that never feels fair. Indeed, sometimes, they boost without losing one of their stored up boosts, which also opens the door for such non-stop attacks. Their boost also will override yours if you select one, making it difficult to properly plan and execute a strategy to inflict a break. It gets extraordinarily frustrating to be fighting a normally difficult enemy or boss, one capable of inflicting plenty of damage in its own right, only to get destroyed because it managed to pull off a series of three boosts in a row, even though they appear on the move list (which your characters can't boost when they are on there). It feels cheap, and if you die, feels like the game just beat you by cheating.

Becoming more like Xenogears, Xenosaga Episode II works in segments of the game that require battling in the mechs. These can sometimes be the toughest battles in the game given that it can be difficult to heal substantially in battle. They're better and more fun than in Xenogears, thanks in part to being able to use ether abilities of their pilots, but it can still be a challenge. Fighting in gears requires a bit of a shift in planning. Each gear is open to certain potential pilots, and since they require two of them, this gives some more room for party experimenting, even if still ultimately limited. Different duos provide different special abilities. Requiring the use of gears at times is a good idea if they're going to bother putting them in the game. Gears were never really a major part of the first game, and you were never really required to use them. If you're going to include them, it's good to design certain sections around them.

There are, however, some strange design choices as well, such as having you momentarily run around even though you're just literally moving from one area for a cutscene to the next area for a cutscene. One supposes they realized it might be worthwhile to have the player do something in that half an hour exposition dump, but just moving the character around the map doesn't exactly entail too much action or make the player feel any more involved. It often just feels like a waste of time. Then, there are smaller decisions, like the classic JRPG trope of the final Final Boss being more of a narrative-driven fight: one you can't lose. It's fine to do this, of course, but it feels strange that - if they're going to - they would give Albedo 5,000 HP, meaning it can take ten minutes to kill him. Even more, they make sure that Albedo gets a turn after every one of Junior's, and it's literally nothing but a taunt. Since it is impossible to lose the fight, why not let the player get a few turns in a row before interrupting with a taunt? Or at least making the boss have less HP, so it only takes three or four rounds to finish? It goes on unnecessarily long, and feels absurdly tedious and boring.

Plus, to unlock many abilities, players are expected to do an obnoxious number of literal chores in its strange "Good Samaritan" campaign. These "side missions," (and calling them that is quite generous), require players to seek out random NPCs who will provide them with some ridiculous chore to do - from destroying a certain number of boxes to hanging up fliers to finding dates for people. These are especially tedious and mind-numbingly boring. It's the worst kind of padding developers can do.

The game came out before the importance of a consistent voice cast was firmly established in the gaming industry. As a result, a number of characters have a change in actors. It's a little unfortunate that chaos, MOMO, KOS-MOS and Shion (the central protagonist of the previous game) have all been replaced. If you're keeping track, that's literally more than half of the original cast being replaced. Only Junior and Ziggy retained their voice actors, and that actually does make a difference. It gives them more consistency and makes them more recognizable. Everyone else takes a little bit to adjust to.

It might not be entirely accurate to call Xenosaga Episode II the better game when compared to its predecessor. There isn't much of a drop-off in overall quality, though. It still requires a fair amount of patience, from the extremely long cutscenes to the cheap boss battles, but it's never insurmountable. If the first game was something you enjoyed just fine, the second will likely do that too. The advantage it truly has is a more compelling character-driven central story, which can help ease the apprehension of going into another cutscene.

REDUCTIVE RATING: It's fine.

Available On: PS2



No comments:

Post a Comment