28 reviews liked by diginyourheels


One of the main points of contention Xenogears' critics will bring up is the game being released in a state of not being entirely finished. Disc 2 being made up of mostly narration and Evangelion eps 25-26-esqe dreamlike cutscenes is a common point of contention when addressing this game's strengths and shortcomings. Just as every artistic medium is defined by its limitations, video games are no different. Even still, Xenogears is a special case. One of the main questions the game poses is what it means to be complete. Although this is mainly to be applied the main character Fei and his arc of finding his purpose by forming meaningful human connections, given the game's own status as a not fully realized vision makes the message all the more profound.

If there's one question that Xenogears has made me ask more than anything else, it's about the point when a piece of art becomes complete. How complete do you need to be to feel like a "whole"? A defining aspect of Gears is its stance on this topic: we aren't defined by our own journeys so much as how we affect the lives of each other.

Many may see disc 2 as unsatisfying, but the way I see it it's the brightest shining aspect of what makes Xenogears as good as it is. This game tells a front to back story, and I haven't even addressed the fact that I think this might be the best individual story I've ever experienced in a single video game! Not to mention the amazing character arcs of Fei and Elly. People throw around the term "this speaks to me on multiple levels" a lot but this is especially true to me with Xenogears.

As the game says, it's okay to not feel whole. Eventually as time marches on, we affect the lives of others and find meaning in the various human connections we form in our lives. And that gives us meaning just as much as any aspect of ourselves. Just as people are defined by the bonds we make, the people we meet, and the love we share, I think Xenogears has a somewhat similar journey.

A big reason I was interested in this game as I've been is because of how much I've heard it inspired modern JRPGs. With them being my favorite genre of game, combined with my fascination with works of fiction that inspired other pieces I so dearly enjoy made Xenogears a must play for me eventually. I'm so happy I did. Seeing this game's legacy retroactively makes me think this is the "complete" form of Xenogears: leaving such a legacy on the entire genre in the 24 years since its release.

Video games are a unique artform. The relationship between creator and consumer is an especially gray line here with many of the highest names in the industry describing themselves gamers just as much as game creators. Games, being as big of an art form as they are, cannot be created by one person (maybe in some instances but definitely not something like Xenogears for the purposes of this thought). Creators constantly build off one another, using aspects of someone else's creation for their own works, thus creating a living legacy for the original piece. Given how much inspiration others have found in the storytelling, character writing, and worldbuilding of Gears, I think it's safe to say it has about as impactful of a living, active legacy as just about any game in the genre.

Xenogears defines what it means to be a video game. Despite the fact that it's not a fully realized vision, you cannot argue the impact its had on everyone who's come into contact with it. Knowing this, is there really anything that truly needs to be changed about it? Although it's admittedly imperfect, flawed, whatever you want to call it, the lasting impressions it leaves on everyone give the game as much of a purpose as if it was truly finished.

So is Xenogears "whole"? I think so at least.

This review contains spoilers

Xenogears - as a piece of art - is incomplete. It’s a game defined by a tragic story of a development cycle that continued to never sway in its favor. Yet it’s exactly through that that Xenogears is as fascinating as it is. You can never truly separate art from its process of creation. Whether intentionally or not, it will always find itself manifested somehow in the final work. It is an unavoidable effect of the fact that creating art is projecting yourself onto a blank canvas.

The main and underlying theme of the game is that we, as people, cannot be complete. Everyone is flawed in some way. No-one is ever truly ‘whole’, and you can never truly become that. Instead, Xenogears suggests that everyone is an imperfect half, made to be complimented by another imperfect half. The main visual symbol for this theme are the statues of the one-winged angels. Two religious symbols of imperfection, existing to fill in each other’s flaws by helping each other, and being there for one another.

This theme is also explored in the game’s most iconic scene, that being Adrift at sea where Fei and Elly, upon becoming stranded together, share a moment of introspection. The introspection intentionally omits any dialogue boxes or signs of who is talking, because the scene is wholly universal to the both of them. It is what they both needed to hear at that exact time. They feel happy to help each other, both through their mutual introspection, as well as through the sharing of rations.

"It's okay to not be 'whole'. Even if you only feel partly complete, if you repeat that enough, eventually it'll be 'whole'. A part... is better than zero."

Yet I’ve always found that even stronger than any narrative symbol for the game’s themes, is the nature of the game’s release itself. Xenogears was dealt a bad hand by Square Enix. Initially rejected from being Final Fantasy VII in favor of Yoshinori Kitase’s game, and then rushed through development and faced with a difficult choice. Tetsuya Takahashi was told that he could either release disk one as a separate game, then pray for a sequel that would most likely never come to be, or rush disk two and release it in an incomplete state. He chose the latter, and while I believe he made the right choice, he has clearly been haunted by it ever since.

A game about imperfect halves ended up being forced to have half of it utterly incomplete. Disk two is extremely rough around the edges. Its balancing is all over the place, it omits most gameplay and opts instead to describe what happens over text, it never has any time to focus on anything else than what is most important. It’s a rushed effort for the sake of completing an ambitious vision that was not allowed to come to light.

Coming back to the game’s relation to FFVII, I find that both games are completely inseparable. I don’t think you can earnestly analyze one without connecting it to the other. Perhaps exactly because they were both initially supposed to be the same game, they hold a lot of connections with each other, be they narrative, thematic, or general execution. Both games are perfect companion pieces for each other, and playing both of them in close vicinity of one another sheds so much insight into the inner workings of both games. Once again, two imperfect halves filling each other in to make one another more ‘whole’.

But there is also a much more cynical way of looking at this. When asked in an interview which character Takahashi relates most to, he answered that it’s Ramsus. While at first this seems like a very funny answer, it makes a lot of sense if you consider it in the context of the game’s fate. Ramsus was created to be a perfect being. He was created by Krelian to become the contact, and to kill and replace Emperor Cain. In the end, however, Ramsus was a scrapped project in favor of Fei, who showed much more promise as the contact. Ramsus came into the world as an imperfect existence, replaced by Fei since birth, and only finds solace in the idea of killing Fei to prove his status as an ultimate existence.

Ramsus IS Xenogears, and Fei is Final Fantasy VII. And if you will humor me to take this analogy further, Krelian is Square Enix. Xenogears too was a promising concept, in the end replaced in favor of its peer. Xenogears too was forced to come in as an imperfect existence, completely and utterly overshadowed by what ultimately became the biggest JRPG to ever exist. Ramsus is a character that is essential to understanding the whole of Xenogears, because his character is Takahashi’s spite and resentment towards both Square Enix and Final Fantasy VII projecting directly onto a canvas.

I’ve often pondered the hypothetical of “What if Xenogears DID get to release as Final Fantasy VII” and wholeheartedly I believe that it would have the same amount of influence as FFVII did. That influence would just be taken in a different direction. Xenogears and FFVII share so much between each other that I do sincerely believe that the reception of XG as FFVII would not be much different from what FFVII ended up receiving. Of course, there is no way to prove this. This is a mere hypothetical decided by a lot of different factors. Maybe Xenogears wouldn’t have succeeded as FFVII, maybe it would. Regardless, the sheer idea that this beautiful game could have had the same amount of influence, is ultimately extremely tragic, and I think this is definitely something that was on Takahashi’s mind. Once again, not unlike the relationship Ramsus and Fei have over the course of the game.

Entertaining the idea of Krelian as Square Enix is admittedly a humorous one, because it’s so scathingly spiteful. Krelian doesn’t care about any of his creations. He’s willing to make anyone suffer for his own benefit, and no amount of human pain is ever too much if it means achieving his goal. He actively experiments on humans, then feeds said humans to other people. He is a mad scientist who has no qualms about robbing people of their lives and transforming them into monsters. When he scraps using Ramsus as the contact for the sake of Fei, he does it directly in front of him, and acknowledges that he’s already able to understand everything he is saying. Was this how Takahashi felt being told about the promise of Final Fantasy VII as his vision was being actively shut down? There is no way to know for sure, but I don't think it's a stretch to imagine it that way.

It’s truly no wonder that Takahashi has spent the rest of his career attempting to recapture and remake Xenogears. The Xenoblade series so actively attempts to finish the vision he never got to accomplish with Gears. Across the entire series, there are so many major parallels, often down to following the exact same plot points. Takahashi is by all means a successful creative nowadays. Xenoblade Chronicles is an enormous JRPG series, respected over the entire world. That in turn shows just how deep the scars caused by Xenogears go. Even Xenoblade 3, the big conclusion to his series, ended up being about finishing his vision for Xenogears. The parallels between N and Lacan are really not hard to spot, with some segments between the two being nigh identical.

On the other hand, I do find it important to mention that Xenoblade Chronicles 3 contains a direct reference to Final Fantasy VII. Towards the end of the game, Noah can be seen standing in front of a skyscraper much in the same composition as the iconic cover of FFVII. Referencing a game that ruined everything for him in a wholly respectful way feels really cool, and possibly means he no longer holds feelings of resentment towards the game that doomed his own project. Whether this is an empty homage or proof that Takahashi has let go, who can truly know, but I would rather believe the latter.

Xenogears is a beautiful and massive game that can be analyzed under so many lenses. There is sincerely so much to talk about with this game. With this essay, I purely just wanted to focus on what I always found to be most fascinating about it. Going back to my initial thesis: art cannot be separated from its creation process. Takahashi’s frustrations, his sadness, his anger, it all comes through in the game. Disk two is not finished, and it’s not even conventionally good, in spite of containing a lot of the game’s best scenes. But that only makes the game so much more beautiful in my eyes. Xenogears managed to become its own self serving proof of its themes.

Xenogears is incomplete. Xenogears is not whole, and will never be whole. Xenogears was robbed of its chance to be huge.

And yet, if you look at it just right, Xenogears is perfect.

Really happy this was actually pretty good, came out of 0 hearing very mixed things about the next chunk of the series so this forebodes well. Definitely not nearly as strong a game story or character wise but still showed flashes of something brilliant here and there. Kiryu and Nishiki's dynamic was easily the highlight of this game and coming from Zero made it so much better. One of my complaints about this game is that it wasn't more focused on them, some of the other characters felt very weak and cliche.

You can definitely tell this is the first story the series told, and they were still getting warmed up in making every element in the game sit together well, especially with how Majima was utilized. He was my favorite character in Zero and it felt like he just kinda got placed here for no reason. Despite my issues, it still feels like it would have been a strong start if I had gone this route instead. Definitely way more excited for what's coming next after playing this.

anti-woke masterpiece. the protagonist reminds me of my desire to be a fly on the wall in the room of the person i love most. combat is fire but i feel like it could benefit from sporting mayhaps a levelling system with skill trees. where is the combo counter? i once made her partner install a hidden camera inside of the toilet

Only really played to see the start of the style i love so much in the nier games and to more easily play drakengard 3 sometime later. I can see some of the seeds that will become yoko taro style of storytelling a lot of it can be hard to follow as you have to go through extra chapters and missions that take place between the main chapters and also change those same main chapters. The grounded combat is pretty bad and makes the whole game a blur which might of been the point but still makes the game hard to ge through but i did end up really enjoying the flying sections.The really bad part was getting to the last ending. Collecting all the weapons without a guide might be a good replacement to a live sentence as i dont think i would be done finding them all even if i started when this game came out. I did enjoy the endings as they got worse and worse the more fighting was done as it really drove home the point the game was making about war and fighting without knowing the other side and just letting rage take you. I also think the music also adds a lot to the themes with it sounding as chaotic as a battlefield. As a storytelling medium i give it a 5/5 but as a game i give it about a 2/5. Probably just watch the game on youtube if you interested that way you can skip playing it unless your insane and a superfan of yoko taro like i am.

This game is so good I spen all of my day yesterday playing the final month and finished it late at night at like 4. Everyone needs to play persona 3.
I dont care what version but p3r is easily the best way to get into it with a way more enjoyable tartarus plus extra story for some characters that didnt get as much spotlight time in the og game. All of this on top of a lot of qol
but even without all of that p3's story is so good and its really incredible how the gameplay feeds the main theme. You can tell that the persona social simulation gameplay was made to serve this story. To the point i dont think the story would work as well if it wasnt a video game. SEES is now my favorite group in the 3 modern persona games and while some of the reason for that is because of the new scenes for the boys of the group added in p3r the amount of character development each and everyone gets is incredible and goes a long way to making them feel like real humans.
p3r is on game pass so even if you cant/dont want to pay $70 for it get like a month of game pass and go play persona 3 reload

mmmmmfghhhhhhh... i could insert my plug into astro's socket, if you know what i mean haha... i wish he would pull MY cable if you know what i mean. i think i hauve covid. i could fix him. he could change me. we can mutually save each other by just being there. ive formed a deep emotional connection with astro (not to be confused with travis scott's astroworld) and im thinking of taking it to the next level. if you know what i mean

definitely without its flaws as a remake, too emotional to list them rn tho so i'll just say peak fiction tbh

there's a lot to say about this game. i think there's some very interesting discussion to be had about its place in the series and when it should be ideally experienced but i'm not really here to talk about that. I will say though that while i'm sure this game is extremely great standalone/as an entry point i honestly cannot see any of the Nishiki stuff hitting nearly as hard without any knowledge of Yakuza 1 lmao (and also Kiryu! but in this case it's the entire series prior to this game)

but anyways, after 5 games i was excited to finally hop on this and it absolutely delivered. i have a few nitpicks here and there, mainly the way some characters are handled, the game being way too easy at some points, some of the pacing being a bit too fast. but they barely matter in the grand scheme of things. This is by far one of the most fun gaming experiences i've had and i'm actually fairly excited to play kiwami 1 after for the additional Nishiki content, should be a nice stopping point until i can play the dragon engine games hopefully soon.

Last thing i wanna mention is that it's kinda insane they managed to top Y5 in terms of character writing since the bar was already super high. RGG i kneel.