Xenoblade Chronicles: Does it have Game Feel?
Xenoblade Chronicles is a Japanese Role Playing Game (JRPG) with an odd mixture of real-time and non-real-time controls combined with spatial simulation and huge amounts of polish.
For the purposes of this analysis, I will discuss only the combat mechanics; the game has far too many mechanics to cover here. In addition, I will assume players are using the Classic Controller. Combat mechanics include:
- Run/Walk
- Camera Control
- Selecting and Activating “Arts” (abilities)
- Encouraging Allies
- Assisting/Reviving Allies
- Directing Allies
- Changing Targets
- “Chain Attacks”
Combat takes place on the world map, rather than in separate maps as with typical JRPGs. The player can control his character (the party leader) around the world by moving the left control stick. Because there is a world that is directly interacted with by the player, the game has spatial simulation. The response time for moving the character in most cases is immediate, allowing for a sustained correction cycle, giving movement real-time control.
The player can use the right control stick to move the camera around the character. Moving this is immediate, making this mechanic have real-time control.
The player can use the directional pad to select “Arts”, which are the player’s main abilities for combat, then press A to select the ability. While selecting and activating the abilities have real-time responses, once an Art has been activated the player is locked out any other actions other than moving the camera. This breaks the cycle of correction, making the gameplay temporarily non-real-time.
Throughout combat, the player can interact with his allies (two computer-controlled party members) in a number of ways. The most basic of these in directing their overall strategy. By holding L2 then pressing the directional pad, the player can choose three tactics: Attack My Target (attack the player’s selected target), Act Freely (do whatever), or Regroup (disengage targets and return the player). These choices are immediate and have visible effect upon input, making them real-time mechanics. Players can also “encourage” their allies or assist them if they are knocked down or stunned. Doing so has an immediate reaction, but locks the player’s functions temporarily as he helps out the other party member, making the action not real-time.
The player can change targets mid-combat at any time by pressing L1 or R1. This has an immediate effect that sustains the correction cycle, making it real-time control. However, there is a special condition in the game called “Lock On” which prevents the player from changing targets; while it could be argued that this breaks the cycle, it is a mechanic in itself to prevent the target switching, so I feel that it does not disrupt real-time control.
One of the more complex mechanics is that of a Chain Attack. At certain points in combat the player can initiate a Chain Attack between all of his party members by selecting it from his Art list. The Chain Attack allows for the player to select an Art from each of his party members and use them without possibility of counterattack from the target. Activation of a Chain Attack is immediate (which is real-time control); however, afterwards nearly all functions become unusable other than selecting Arts for each character. Because of this, real time control is broken entirely during a Chain Attack.
Taking all of the mechanics above into consideration, Xenoblade Chronicles overall has real-time control, despite the few mechanics that temporarily block it.
On top of all of the mechanics is a ridiculous amount of polish. The graphics and visual style of the game are among the best on the Wii. The music, effects, and voice acting all contribute to a great sound design (though the characters talk too much). The game clearly has polish.
When all of this taken into consideration, it becomes clear that Xenoblade Chronicles has game feel.
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