May 10, 2026

Xenoblade Chronicles 3 Review: A Waste Of Time

Story:

The world is stuck in a perpetual loop of war, death, and suffering where colonies of child soldiers are ruled over by a Moebius monster with fealty to a "Queen". Sounds dark, right? Well... its not. The 'power of friendship' is emphasized heavily and everyone is obsessed with smiling. A certain villain (Shania) who commits genocide - twice - is forgiven because they have mommy issues. The story keeps telling you how bad things are but it doesn't look or feel that way. Characters talk in circles constantly, explaining and reexplaining the very obvious themes of the game like you're a 5 year old. Noah (the protagonist) is the most generic "good guy" and the Moebius villains are literal immortal children playing with their 'toys'. They all have the same wacky mannerisms and will throw a tantrum whenever things don't go their way, so they never come off as a serious threat.

Most of the story beats are broadcast too early and the big plot reveals are too obvious. Before the game was released for example, fans had already guessed that the letter of each Moebius' name corresponded to their full name, and that Noah and N were connected in some way. Then you have moments like where Eunie finds her old body, revealing a system of reincarnation similar to what was seen in Xenoblade Chronicles 2 (except it is possible for people to retain the memories of their past lives in 3). A Moebius then reveals himself to be a childhood friend (Joran) of the main cast in Chapter 3, alerting the player to the fact that anyone going forward could be a Moebius. So, scarcely halfway into the story the stakes of death have been removed and the identity of every Moebius can now be ascertained by the letters of their names and the characters who match.

For the first time ever in a Xenoblade game I found the exploration to be mundane. The world is intentionally washed out of color and five times larger than its predecessors (according to producer Koh Kojima), but doesn't add any meaningful content to fill that additional space. Remnants from the worlds of Xenoblade Chronicles 1 and Xenoblade Chronicles 2 are visibly present on the landscape, but seem to exist purely for the sake of nostalgia as they have no bearing in how the player navigates the world or engages with it mechanics. In fact, the biggest defining trait of Xenoblade Chronicles 3's world is that it is circular like a clock - a recurring element, but it isn't very noticeable and if you do notice it, it doesn't have the same impact as navigating a giant humanoid body.

I don't mind cameos and a little bit of fan service, but if you're going to try to connect things in a big way show me that you have something interesting to say about it. Like, why are Melia and Nia here? Since when is Nia royalty? How did they establish contact each other? Neither one is a person of science, so why are they at the helm of the "Origin" operation? Who actually made the blueprints and how did they figure out how to do it? The entire thing is poorly explained.

The game clearly wants to say something with its focus on existential philosophy, but the execution is sloppy and too drawn out. The constant revival of dead characters cheapened the message of making the most out of the limited time you have. And I get that the Moebius are a manifestation of peoples lack of ambition, resistance to change and their willingness to let the world persist as it is, while the heroes are concerned with moving forward, but where did it intend to go with all of this? The story just kinda ends and loops back to where it began. Everything that happened occurred in a sort of simulation, so the entire adventure technically wasn't real, and Rex (Xenoblade Chronicles 2 protagonist) has a harem now(?).

The mysterious black fog is made out to be a bigger deal than it is.

It struck me as odd that none of the colonies opposed destroying the flame clock, or questioned the necessity of the queens, especially after finding out that the previous ones were Moebius controlled fakes. On the whole Xenoblade chronicles 3 tells far more than it shows; important plot points, events, and characters are shown in flashback cutscenes instead of being experienced organically. So big emotional scenes with dramatic deaths for NPCs like Joran, Ethel, or Cammuravi - NPCs I know nothing about and have zero attachment to, end up falling flat.

Gameplay:

During combat the characters can move around freely and will automatically attack any enemy within range. There are three 'Classes' that determine a character's abilities: attacker, defender, and healer. These are self-explanatory. Only healers can restore party members during battle, while defenders draw the enemy's attention and tank hits. The attackers deal more damage than anyone else.

Each party member has six special abilities called "Arts"; three class specific arts are on the right-hand side of the screen, and three non-class specific arts called "Master Arts" are on the left-hand side. Arts inflict more damage than auto-attacks, as well as status effects and healing. These abilities take time to charge before they can be used and will need to recharge again after use. Some arts are more effective when attacking the enemy from the rear, or they can inflict special states such as toppling enemies that have become unstable. This makes the positioning of characters around the opponents important.

Each party member also comes with a "Talent Art" that is a super powerful move. These need to charge up like regular arts but don't do so passively over time. Instead, talent arts only charge when the character does something relevant to their class - an attacker effectively positioning themselves for maximum damage for example.

A "Chain Attack" gauge on the right-hand side of the screen fills up by using combos, toppling enemies, and so on. When triggered, the chain attack will prompt the player to pick one of three "Chain Orders" - essentially a bonus applied if the chain is successful. From a selection of characters at the bottom of the screen, the player chooses who will attack and what art they will use. This will accumulate "Tactical Points" (TP). If at any point the TP equals or exceed 100%, a powerful "Chain Art" will be performed. If there's still charge in the gauge, or if certain other conditions are met, the chain attack will continue.

Each character also comes with an invincible "Ouroboros" form that can only be engaged when an "interlink" gauge is triggered. This gauge is charged through the use of "fusion arts" - essentially triggering two fully charged arts (one master, one not) at the same time. When the ouroboros mode is initiated, two characters will fuse into a monstrous form that has its own set of four arts that can deal significantly more damage than the human forms. This form lasts for a limited amount amount of time before entering a cool-down. Ouroboros also have a soul tree - skills - that are unlocked by spending "Skill Points" (SP) earned through exploration and story progression.

Conclusion:

It has its audience, but as much as I love the Xenoblade series this one just didn't click for me. The lore and world building were too watered down for my tastes and the writing was unbearably infantilized. These games have never been 'mature' content but this one in particular felt like it was aimed at a younger audience than usual. I didn't care about the main character, his girlfriend, or their weird counterparts. Some may say that I am 'emotionally insensitive' for that, but these just aren't the types of characters or stories that resonate with me.

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May 1, 2026

Witch Spring 3 [Re: Fine] Review: Good Things Come In Small Packages

Story:

In a medieval fantasy setting there is a group of magic users called "deities" by some and "witches" by others. Eirudy, a witch living in the secluded Misty Forest, has narrowly escaped the witch hunts. One day she meets a young nobleman named Adrian, whose mother is sick. After saving his life, the two become friends. The only problem is Adrian's father Regal, who heavily taxes the common man, can control dragons and hates witches.

There are three or four dialogue options that can change the story for a "light", "dark", or "true" ending.

Gameplay:

At her atelier, Eirudy can craft weapons or items, which moves time forward. Every few days she can train various stats that will make combat and crafting easier. As a "Marionette Witch" Eirudy can bring dolls to life using 'soul juice' extracted from people and animals defeated in combat. These dolls can then be ridden around and used in battle.

This cycle was a good fit for the game because it encourages the player to seek out new opponents in order to bring new dolls to life or to upgrade the existing ones. The combat itself opens a wheel with simple options for attack combos, spells or items. It isn't hard or going to require much strategy, but is good enough for the easygoing 'cozy' experience that Witch Spring 3 is aiming for.

The map is broken up into small sections that are quick to traverse and all have something interesting to find. There are enough collectibles and side-missions to give the player a reason to backtrack.

Conclusion:

Witch Spring 3 was originally a mobile game before getting ported to other hardware and it shows. It doesn't do anything surprising or revolutionary but moves at a steady pace and was engaging enough to hold my attention. It can be beaten in roughly 10 hours, making this compact game an ideal choice for those who want to play an atelier or RPG-like title but don't have the time to sink into a grand narrative experience.

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Music to Level Up Your Day: Cyberpunk 2077 (Part 2)

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experiences in their own right, or be as evocative as the scores composed for film. Each of these posts will feature a sampling of music tracks from a single game title, or series/franchise in some rare cases. A complete list of these can be found on the Video Game Music page.

Composers: P. T. Adamczyk, Marcin Przybyłowicz, and Paul Leonard-Morgan

Singers: Aligns & Rubicones, REL & Artemis Delta, Jason Charles Miller, Alexei Brayko,

Release Date: February 15, 2022

A freelance mercenary known as "V" (Vincent / Valerie) operates within the independent megacity and city-state known as "Night City". They are reluctantly imbued with a cybernetic "bio-chip" during a job that contains a digital version of the legendary rockstar and terrorist, Johnny Silverhand. The two are forced to work together when Johnny's consciousness begins to overwrite V's own. To survive they need to find a way to separate - something that could kill one or both of them.

Multiple licensed music artists from around the world contributed to Night City's fictional radio stations, with the real-life band Refused providing music for the fictitious band, Samurai. The songs vary widely in style but all touch on Night City's socioeconomic situation, violence, rebellion, death and suicide. The music was purposfully varied to reflect the different regions and groups within Night City. Some parts are "super dirty, super heavy" to make the player feel like "the perfect killing machine", while others are "beautiful and ambient" to reflect the nature of the city as both a "pretty and scary" place to be. In an interview the composers stated that they wanted to give 80s music a 90s flair, which they achieved by using analog synths for almost all of the music so that it would be electronic but "with a warmth to it". The soundtrack has been described variously by the team as "noisy, aggressive, industrial" and "psychedelic, edgy, and uplifting".

Delicate Weapon | (Radio Song)

I Really Want to Stay at Your House | (Radio Song)

Who's Ready for Tomorrow | (Radio Music)

Major Crimes | (Radio Song)

Never Fade Away (Cover Version) | (2077 Ending) | SAMURAI / Refused Version

Hardest to Be | (Phantom Liberty Ending)

"Never stop fighting, even when you know you've been set up to lose." - Johnny Silverhand

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April 10, 2026

Fire Emblem Warriors: Three Hopes Review: I Was Hoping For More

Story:

Three Hopes is a re-telling of the story from Fire Emblem: Three Houses. It diverges from the main timeline by introducing a new player character, Shez, as a student at the academy and having Jeritza fill in as a professor instead of the previous protagonist, Byleth. Solon is outed early and Monica is saved from Kronya. There are three routes depending on which house you side with after the prologue:

A rivalry between Byleth and Shez is set up but awkwardly incorporated and has very little impact on the story.

Blue Lions (Kingdom):

In this timeline Dimitri never goes insane because the Remire Village Massacre, Flame Emperor, and his exile never occur. With Dimitri cognizant, he assumes more of a leadership role and the responsibilities that go along with it. Most of this route's focus is on protecting the Church and the Kingdom lands from the Empire's incursion, which requires a bit of backtracking across the same areas multiple times.

This version felt the most unfinished out of the three arcs and lacked the emotional punches of its Three Houses counterpart. The Agarthans replace Edelgard as the main villain because she essentially becomes a vegetable for most of this route and then turns into a Hegemon Husk in a single cutscene for no discernible reason. The Blue Lions path comes the closest to ending the war Edelgard started, but then Claude plans to continue that war with the Church himself in the future.

Golden Deer (Alliance):

The Golden Deer path goes in a new direction by having them ally with the Empire instead of the Kingdom and by having them actively attack the Church, more so than Edelgard herself. This route makes the Church out to be a bigger menace to Fódlan's safety than "Those Who Slither in the Dark", further downplaying any threat posed by the Agarthans (the "Big Bad Evil Guys" of Three Houses), who were already weak villains.

Claude's past with Almyra is brought up, only to be dropped and never spoken of again. It felt the most padded out of the three routes; lots of attack X territory, but then 'oh no' there is an emergency elsewhere so we have to abandon the progress we've made here to deal with this other threat. It is the only path where all three nations have a chance to remain independent, although that seems unlikely.

Black Eagle (Empire):

This route felt the most grand in scale in terms of its cutscenes, plot twists, surprise attacks and treachery. They are the only group to not fully trust Shez (which is sensible) and had the greatest opportunity to uncover more about Shez's past. They never do though, and the final boss battles are against the same two from the Blue Lions and Golden Deer routes but weaker. The war also goes on with no foreseeable end.

Gameplay:

The gameplay is Dynasty Warriors type hack-and-slash with a handful of button combos. You can pause the gameplay to issue commands to your teammates to perform certain actions in real time, like defending allies, attacking a target, or opening chests and the AI is competent enough to accomplish most tasks. It was simple but entertaining enough to hold my attention. Like in Three Houses you can train units and change or upgrade their class. Supports return but they are restricted to certain characters.

Conclusion:

Three Hopes simultaneously gives too much and too little. After two 100+ hour long games, 7 different paths (10 if you count allying or not with Byleth) and encyclopedias worth of dialogue, I still know next to nothing about Sothis, the Nabateans, Arval/Epimenides (counterpart to Sothis), and the Agarthans/Slitherers. Everything else, be it the land, noble legacies, crests or war history is laid out in painstaking detail. We never even get any proper interactions between Sothis and Arval (her rival?). I did at least sense a bond between Arval and Shez, which I never got with Sothis and Byleth. The Agarthan/TWSITD faction still felt undercooked and in need of a separate route; cut content hints at one having been considered. I was hoping for a little more than the same war fought with the same people but slightly different and unfinished as all the routes conclude with a cliffhanger ending. Why weren't the Agarthan's a playable route? Why wasn't the conflict between Sothis and Arval more of a focus? That's the stuff I didn't get in Three Houses and wanted to know more about. In the end they just generate more questions than answers:

  • How did Epimenides lose Arval?
  • How did Shez end up with Arval?
  • Did Shez's mother (biological or adoptive) have anything to do with it?
  • Where did Sothis come from and why did she decide to stay in Fodlan?

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April 5, 2026

Music to Level Up Your Day: Cyberpunk 2077 (Part 1)

I don't know much about musical theory, nor am I a musically inclined person. However, I do love to listen to video game soundtracks. They can be a powerful listening experiences in their own right, or be as evocative as the scores composed for film. Each of these posts will feature a sampling of music tracks from a single game title, or series/franchise in some rare cases. A complete list of these can be found on the Video Game Music page.

Composers: P. T. Adamczyk, Marcin Przybyłowicz, and Paul Leonard-Morgan

Singers: Aligns & Rubicones, REL & Artemis Delta, Jason Charles Miller, Alexei Brayko,

Release Date: February 15, 2022

A freelance mercenary known as "V" (Vincent / Valerie) operates within the independent megacity and city-state known as "Night City". They are reluctantly imbued with a cybernetic "bio-chip" during a job that contains a digital version of the legendary rockstar and terrorist, Johnny Silverhand. The two are forced to work together when Johnny's consciousness begins to overwrite V's own. To survive they need to find a way to separate - something that could kill one or both of them.

Multiple licensed music artists from around the world contributed to Night City's fictional radio stations, with the real-life band Refused providing music for the fictitious band, Samurai. The songs vary widely in style but all touch on Night City's socioeconomic situation, violence, rebellion, death and suicide. The music was purposfully varied to reflect the different regions and groups within Night City. Some parts are "super dirty, super heavy" to make the player feel like "the perfect killing machine", while others are "beautiful and ambient" to reflect the nature of the city as both a "pretty and scary" place to be. In an interview the composers stated that they wanted to give 80s music a 90s flair, which they achieved by using analog synths for almost all of the music so that it would be electronic but "with a warmth to it". The soundtrack has been described variously by the team as "noisy, aggressive, industrial" and "psychedelic, edgy, and uplifting".

Friday Night Fire Fight | (Radio Song)

V | (Protagonist Theme)

Antagonistic | (Radio Music)

Night City | (Radio Song)

Reaktion | (Radio Song)

Resist & Disorder | (Radio Song)

"Hard to decide which of your friends get to die, isn't it?" - Johnny Silverhand

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