Xenoblade Chronicles X

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Xenoblade Chronicles X is a 2015 action role-playing game made by Monolith Soft and released by Nintendo for the Wii U. It is part of the Xenoblade Chronicles series, which belongs to the larger Xeno metaseries. The game includes gameplay features from the first Xenoblade Chronicles title.

Xenoblade Chronicles X is a 2015 action role-playing game made by Monolith Soft and released by Nintendo for the Wii U. It is part of the Xenoblade Chronicles series, which belongs to the larger Xeno metaseries. The game includes gameplay features from the first Xenoblade Chronicles title. Players explore the open world planet Mira, complete quests, and unlock new areas across its five continents to gather resources. The story follows humans who survive after Earth is destroyed in an alien battle. The player joins the BLADE unit to protect survivors and discover Mira’s secrets.

Development started in 2010 after Xenoblade Chronicles was completed. Key staff included series creator Tetsuya Takahashi as executive director and co-writer, director and designer Koh Kojima, and co-writer Yuichiro Takeda. Artists Kunihiko Tanaka and Kouichi Mugitani from Xenosaga helped with art and character design. The team aimed to create a large world despite limited resources. Online multiplayer was difficult to implement due to lack of experience, requiring changes to the story to make the main character a player-created avatar. The music was composed by Hiroyuki Sawano.

The game was first announced in 2013 with the working title "X," planned for a 2014 release, but was delayed until 2015. Localization was done by Nintendo Treehouse and 8-4, with changes for Western audiences. At release, Xenoblade Chronicles X received praise for its combat and world design but faced criticism for its story and unclear systems. It was ranked among the best Wii U games by journalists. The game’s engine was later used in Xenoblade Chronicles 2.

An expanded remaster, Xenoblade Chronicles X: Definitive Edition, was released in 2025 for the Nintendo Switch. It included gameplay and interface updates, new story content, characters, and improved graphics. Reviews were positive for gameplay and visuals but had mixed opinions on the new story elements. A Nintendo Switch 2 version of the remaster was released in February 2026.

Gameplay

Xenoblade Chronicles X is an action role-playing video game where players control a customizable character. Players can choose the character's gender, face, body shape, and voice. The character begins their journey from a home base called New Los Angeles (NLA). From there, they explore the five continents of the open world planet Mira with their companions. Quests are divided into story quests that advance the main story, affinity quests that help build stronger relationships with companions, small missions that reward in-game money and features, and side quests given by NLA's citizens. The number of accessible quests depends on how much of Mira has been explored, which is linked to the percentage of the main story completed. Completing quests and fighting enemies gives the character experience points (EXP). Regular EXP improves general abilities, while Class EXP improves skills specific to a character's role.

The character can take on different roles in BLADE, each with unique abilities. Pathfinders discover new areas, Interceptors protect research teams from enemies, Harriers hunt dangerous creatures called Tyrants, Reclaimers collect wreckage from the White Whale, Curators explore and gather data, Prospectors find rare resources, Outfitters create gear, and Mediators solve conflicts in NLA. At first, the character travels on foot, but later gains access to transformable robot machines called Skells after completing certain quests. Skells can move on two legs or as vehicles. Each Skell has limited fuel, and it cannot be used until the fuel is refilled. Skells are stored in a special hangar in NLA, where they can be customized with new weapons or shared with other party members. There are three Skell types, each with better armor and more fuel, allowing longer travel and stronger battles. Skells have a feature called "Insurance" to repair and maintain them. Players can buy and upgrade multiple Skell models throughout the game.

In addition to enemy creatures, the party can fight Mira's native wildlife. Some animals are peaceful unless attacked, while others attack if they see or hear the player. During battles, each character attacks automatically based on their assigned weapons. Each character has health points (HP), Tension points (TP), and a morale gauge that affects their battle performance. Attack strength depends on a character's position during the fight. Healing the party can be done using Arts, but it is mainly done through a quick-time event (QTE) tied to the Soul Voice system, which triggers a Soul Challenge QTE. Successfully completing a Soul Challenge increases the party's morale. If a battle is won, knocked-out party members revive and recover HP. If the character is knocked out, they can teleport to a safe spot or be revived if other party members defeat all enemies within thirty seconds.

The party includes the player's character and up to three AI-controlled companions. Each character has a melee weapon, a ranged weapon, and abilities called Arts. Unlocking new Arts depends on raising a character's level through EXP or improving a Class's rank through Class EXP. Arts have different effects, such as attacks, support, or curing status effects. Each Art has a cooldown timer before it can be used again. TP increases with each attack and is used to trigger special Arts, such as powerful attacks or reviving fallen allies. When TP is high, a character enters "Overdrive," which increases attack strength and reduces cooldown times. Skell battle mechanics are the same as the character and party, with extra abilities like boosting the defense of non-Skell party members. If a Skell is defeated, it is sent to NLA for repair. The outcome of a battle is determined by a final QTE at the end of an unsuccessful fight, with a perfect trigger giving the party extra benefits.

In addition to the single-player story, Xenoblade Chronicles X includes multiplayer features. Players can connect online and lend their avatars to other players' parties, forming groups called Squads. These groups can have up to 32 players, allowing shared reports and participation in battles in other players' worlds. Squads can complete "Tasks," which are time-limited missions to collect resources from Mira. Completing Tasks rewards players with items and equipment. Some multiplayer missions involve fighting a powerful enemy called a Global Nemesis. Fast travel options are unlocked as new areas are discovered, accessed through red seats in the environment or BLADE outposts.

In the original version, features like mapping Mira, fast travel points, equipment adjustments, and messages related to single-player and multiplayer modes were controlled through the Wii U GamePad. The game also supports the console's Off TV Play function. The 2025 Definitive Edition includes changes such as simpler combat controls, improved quest guidance, a higher level cap, integration of Wii U GamePad features into the game, the ability to change party members anytime outside of battle, and allowing party members to gain experience even when not in combat.

Synopsis

Xenoblade Chronicles X is not related to any earlier games in the Xeno metaseries, though it includes some similar themes and visual styles. After Earth is caught in a war between two alien races, humans escape on spaceships. Only a few ships survive, one of which is the White Whale, carrying the city of New Los Angeles (NLA). The game takes place on Mira, a distant, unexplored world where the White Whale crashes. NLA becomes the center of human life and trade on Mira. Mira has five continents: Primordia, which has an environment similar to Earth; Noctilum, covered in forests and glowing lifeforms; Oblivia, filled with deserts and ancient ruins; Sylvalum, a misty landscape with large plants and rock formations; and Cauldros, a volcanic area ruled by the Ganglion.

The main character is a player-created avatar whose appearance, body type, and voice can be chosen. The avatar joins BLADE (Builders of the Legacy After the Destruction of Earth). BLADE includes Elma, who leads the group and commands NLA’s Skell forces; Lin Lee Koo, a brilliant engineer who builds and maintains NLA’s Skell mechs; and Lao Huang, a former U.S. Army officer with a calm demeanor.

In 2054, humans flee Earth as it is destroyed in a war between two alien races. Only a few escape, including the White Whale. After traveling for two years, the White Whale is attacked and sent to Mira. During the crash, the Lifehold—a device holding most of the human colonists—is separated from the ship, scattering lifepods across Mira. The avatar is awakened by Elma from a lifepod and brought to NLA. The avatar suffers from amnesia and joins BLADE to recover lifepods and find the Lifehold. BLADE learns that the attackers are part of the Ganglion coalition, a group of alien races determined to destroy humanity.

During a mission, the avatar is injured, revealing their body is robotic. All NLA residents are in robotic bodies called Mimeosomes, with their real bodies stored in the Lifehold. Without the Lifehold, the White Whale’s power supply will fail, causing the Mimeosomes to shut down and killing the humans. BLADE fights to protect the White Whale and Lifehold, eventually breaking the Ganglion’s alliance. Lao, bitter about being left behind on Earth, tries to betray BLADE but is convinced by Lin to help find the Lifehold. Other missions reveal that humans are descendants of the Samaarians, an alien race from another dimension that once controlled the Ganglion and caused Earth’s destruction.

Inside the Lifehold, BLADE finds genetic material to recreate Earth’s lifeforms and restore humanity. Elma explains that humans’ bodies were destroyed with Earth, but their minds are preserved in the Lifehold for transfer to new bodies. This plan was kept secret due to ethical concerns. The Ganglion’s leader, Luxaar, attacks BLADE until Lao betrays him, causing both to fall into the genetic material and merge into a monster that BLADE must kill. Lao reveals that humanity’s Samaarian DNA can destroy the Ganglion using a genetic failsafe. Though Lao dies, Elma says the Lifehold can revive him. After restoring the Lifehold, Elma deactivates her Mimeosome, revealing she is an alien. Lin explains that Elma visited Earth 30 years earlier, helping humans escape. In a post-credits scene, Elma discovers the Lifehold’s memory records were destroyed upon crashing on Mira. She speculates Mira may be preserving humanity. Lao is later seen unconscious on a beach, waking to a mysterious figure.

In the Definitive Edition story, Mira begins to be consumed by a spreading phenomenon linked to Ghosts, alien beings who destroyed Earth and Elma’s home dimension. Two key figures return: Alois “Al” Bernholt, a presumed-dead pilot of the alien Skell unit Ares and Elma’s former partner; and Void, the Ganglion’s creator. As surviving Ganglion join Void, Elma and Alois reveal the truth: Elma is from another dimension, and her Samaarian heritage caused Void’s attack, leading to the Ghosts destroying multiple dimensions. Mira exists in an even further dimension. Alois survived by entering an interdimensional realm, where he saw glimpses of other universes and communicated with Lao’s spirit. He believes humanity can escape the Ghosts and Ganglion by jumping to a new universe.

A new ship, the White Whale 2, is built to carry humans, allied aliens, and Mira’s genetic data to safety. Void steals the Ares’s cores, needed with Alois’s organic body to power the dimensional jump. A team led by the avatar, including Elma, Lin, and Alois, retrieves the cores from Void’s base on Volitaris. Alois is briefly absorbed into Void, learning he was a Samaarian scientist who created the Ares using an ancient artifact called the Conduit, causing the Ghosts to appear. Void, imprisoned in Volitaris, became disillusioned and used the Ganglion to prolong the war. The avatar retrieves the Ares cores, using them to tap into the wills of the dead across dimensions, and destroys Void. White Whale 2 successfully jumps to a new dimension, and the game ends as it approaches a new world.

Development

Xenoblade Chronicles X was developed by Monolith Soft. Tetsuya Takahashi, the company's founder, created the original idea for the game and was its executive director. Nintendo Software Planning & Development helped with the game's production. After Xenoblade Chronicles was completed for the Wii in 2010, Takahashi asked Nintendo producer Hitoshi Yamagami if he could make a new science fiction-themed role-playing game based on Xenoblade Chronicles' systems. Yamagami and Nintendo agreed, and discussions began about how Monolith Soft and Takahashi could use Nintendo's new Wii U console. Genki Yokota of Nintendo and Koh Kojima of Monolith Soft returned to their roles as directors. Shingo Kawabata of Monolith Soft and Hitoshi Yamagami of Nintendo were the game's producers. Talks about creating Xenoblade Chronicles X lasted about six months. The game was planned to release early in the Wii U's life cycle, but the release date was delayed because of development challenges. Kawabata said the game "barely fits" on a 32 gigabyte disc. Xenoblade Chronicles X was Monolith Soft's first high-definition video game. To manage this, the team avoided using advanced technology. They used lessons from Xenoblade Chronicles and set limits, such as not using middleware to speed up production.

The battle system used mechanics from Xenoblade Chronicles but was faster to feel more like an action game. Takahashi said creating the battle system was a major challenge. He removed "healer" classes because players grew tired of them, which inspired the "Soul Voice" system. Takahashi wanted feedback from players to improve his future work, as he felt he received too little criticism for Xenoblade Chronicles. While many role-playing games aim for accessibility, Xenoblade Chronicles X was designed for experienced players but presented complex information in a clear way. Early online features used basic technology due to the team's lack of experience with high-definition and online development. With help from Nintendo, the final online multiplayer system was created. Multiplayer segments helped reduce feelings of isolation during exploration. Online features were added halfway through development. The team made the online mode "loosely connected" to let players feel others' presence without disrupting the game's role-playing elements.

Creating the game's world, called Mira, was the first priority. The team initially planned to set the story on multiple planets but changed to one planet with five continents. The goal was to create an open world. To make varied environments, the team used a limited number of assets. Takahashi was inspired by role-playing games from Europe and North America. The open world was designed to run smoothly without being installed directly on the Wii U's hard disk. The game used many sound effects created by Sound Racer, a company that worked on games like Xenosaga and Final Fantasy. Shojiro Nakaoka produced the sound effects.

The game map was about five times larger than Xenoblade Chronicles, which caused problems during testing. At one point, the team considered removing the open world entirely. A hexagonal map structure with unlockable points was designed to help players navigate large areas. Main story quests were made restrictive to help players adjust to Mira's vastness. The hub city was modeled after Los Angeles, as Takahashi preferred it over New York City due to budget limits. Creating the environment of NLA was difficult because of the console's memory limits. The team focused on reducing load times and fixing collision detection.

Artwork and character designs were created by multiple artists. Kunihiko Tanaka, known for Xenosaga, designed the avatar templates and main cast. Kouichi Mugitani, who worked on Xenosaga, was a key art team member. Takayuki Yanase designed allied mechs, while Yasushi Suzuki designed enemy mechs. Raita Kazama designed alien NPCs and Mira's fauna. Yoko Tsukamoto added fantasy elements, and Takashi Kojo designed enemies native to Mira. Hideyuki Matsumoto designed weapons, and Kusanagi, a company that worked on Ni no Kuni, handled background art. The large number of artists helped create diverse alien races. Norihiro Takami was the game's art director.

Designing Mira's flora and fauna was challenging because they needed to work in both peaceful and combat situations. The team wanted creatures to look both familiar and alien. Human armor and the Wrothian race were inspired by samurai. Skell mechs could switch between humanoid and vehicular forms, influenced by the Gundam franchise. Their size (nine to ten meters) was chosen for combat balance. Skells were a nod to mechs in Takahashi's earlier game, Xenogears. Lifehold pods were shaped like monoliths from previous Xeno titles.

Release

In 2012, Nintendo confirmed that Monolith Soft was creating a new game for the Wii U. The game was officially introduced in a Nintendo Direct presentation in January 2013, with the working title "X." At E3 2013, Nintendo announced the game would be released in 2014. The official name, "Xenoblade Chronicles X," and a revised release date of 2015 were shared at E3 2014. After the game's Japanese release, Kojima expressed sadness about the amount of work it required for Mario Club, Nintendo's in-house testing group. Then-CEO Satoru Iwata mentioned he was surprised by the high cost of testing the game.

By November 2014, the game was near completion. Although Nintendo did not create an official website, Monolith Soft made its own website for the game. They believed Nintendo might object, but permission was granted. Monolith Soft also created an official Twitter account for the game. Xenoblade Chronicles X was released in Japan by Nintendo on April 29, 2015. The Japanese version included a standard edition and a special bundle with a reversible cover, a black Wii U console and gamepad, and an artbook. Downloadable content (DLC) was also available, offering four new characters with stories split into three quests and optional data packs to improve loading times during flight sequences.

A global release was confirmed at E3 2013. Western release dates were announced at E3 2015, one month after the Japanese release. Unlike other major Wii U games scheduled for that year, Xenoblade Chronicles X was not heavily advertised because it already had a dedicated fanbase among role-playing game enthusiasts and fans of the Xeno series. The game was released in North America and Europe on December 4, 2015, and in Australia and New Zealand on December 5, 2015. The DLC characters included in Japan were added directly to the Western version. After release, the game received updates, including text adjustments and the addition of Spanish and French subtitles.

The Western localization was done by Nintendo Treehouse and 8-4, a company known for localizing games like Fire Emblem Awakening and Tales of Vesperia. Due to the game's size and voice acting, localization was difficult. Sound Racer, an external studio, handled the sound design. For the Western version, changes included renaming "Dolls" to "Skells," removing a character customization feature for female avatars, and removing a bikini outfit for a character named Lin. Lin's voice actress, Cassandra Lee Morris, explained that Lin's voice was made to sound older than her Japanese version to avoid annoying players over time. After fan feedback, Morris and Takahashi defended these changes as necessary for localization.

In 2018, Takahashi mentioned a desire to bring the game to the Nintendo Switch but faced challenges with funding and scale. In October 2024, Nintendo announced a remastered version for the Switch, titled Xenoblade Chronicles X: Definitive Edition, to be released worldwide on March 20, 2025. The remaster includes updated graphics, a continuation of the original story, a new area, and two new characters. Composer Sawano returned to work with anime composer Misaki Umase on new music. On February 19, 2026, a Nintendo Switch 2 Edition was digitally released, offering an upgrade for existing owners to support 4K visuals and a 60 FPS framerate. A physical version for Nintendo Switch 2 is planned for April 16, 2026.

Reception

Xenoblade Chronicles X received mostly positive reviews, with an overall score of 84 out of 100 on Metacritic. Donald Theriault from Nintendo World Report liked the story and its unexpected events, especially the side missions and how the game was translated into English. Matt Miller from Game Informer appreciated the large scale and excitement of the early missions. Thomas Whitehead from Nintendo Life found the story complex and meaningful. Simon Parkin from Eurogamer praised the writing and how the game moved forward, while Alex Fuller from RPGamer highlighted the detailed world created through side quests and environments. Japanese magazine Famitsu noted some pacing problems, and Chris Carter from Destructoid said the story was okay but sometimes too slow. Jose Otero from IGN liked the game’s idea and compared its structure to an anime, but thought the dialogue was not engaging. Peter Brown from GameSpot and David Roberts from GamesRadar+ both said the main story was not memorable, though they praised the side stories. Philip Kollar from Polygon said the characters were not deep enough to balance the silent main character. Heidi Kemps from VentureBeat said the story became interesting but started too slowly. Jeff Landa from Electronic Gaming Monthly was not very impressed with the story or characters, saying the game lacked a strong narrative or the deep ideas from earlier games in the series.

Simon Parkin praised the game’s variety of visual styles, while Alex Fuller said the art design was excellent throughout. Jose Otero noted the dramatic scenes but found most story scenes boring and thought the music was unimpressive. Matt Miller liked the voice acting and said the graphics were among the best on the console, but disliked the soundtrack. Thomas Whitehead had mixed feelings about the voice acting but appreciated the science fiction style of the music. Donald Theriault praised the game’s technical performance and the soundtrack, even though he said it did not match the original game’s variety. Chris Carter also praised the game’s technical performance. Peter Brown liked the creature designs but said the music had some weak tracks that were annoying.

Peter Brown overall liked the game, saying the combat was well-designed and the world was fun to explore. Chris Carter said the world was enjoyable to explore and the combat was fun and challenging. Jeff Landa liked the variety of enemies and the size of the world but thought the game’s complexity might confuse players. Simon Parkin enjoyed the way the world was designed without direct explanations and the challenges that came from it. Famitsu reviewers mostly liked the world design, though one thought the world was too large to explore comfortably. Philip Kollar said the game had sudden difficulty increases but praised the combat and exploration. Matt Miller liked the gameplay and exploration but said the pacing worsened later in the game. Jose Otero said the combat and exploration were the best parts, and praised the class system and Skells, even though unlocking them took a long time. David Roberts said some parts of the quests were not well-designed but praised the depth of the game’s systems. Donald Theriault and Thomas Whitehead both praised the world design, combat systems, and use of Skells. Alex Fuller liked the exploration and combat, and Heidi Kemps praised the open exploration and class system customization. Many reviewers said the game’s complex mechanics lacked clear explanations.

The Definitive Edition of the game also received mostly positive reviews, with a score of 87 out of 100 on Metacritic. PJ O’Reilly from Nintendo Life gave the game a perfect score, saying the changes improved the already-good gameplay and world design and recommended it to new and returning players. In a Famitsu review, writer Nishikawa praised the new gameplay features and better graphics, calling it a great starting point for the Xenoblade series but said the story was still not exciting. George Yang from IGN said the changes improved the game’s quality and reduced its tedious parts. Catherine Castle from Eurogamer said the game was a solid experience on its own, and the improvements made it better for new players, even though the story was weak. Chris Scullion from Video Game Chronicle said the new graphics and story additions were not impressive but thought the gameplay was still fun enough to recommend to new players. Opinions on the new story content were mixed: O’Reilly and Yang were positive, while Nishikawa, Castle, and Scullion said the story was too long or did not add new content.

During its first week in Japan, the game was the third best-selling, with about 85,000 copies sold. It sold over 11,000 copies in the second week and 2,000 copies in the third week. By the end of the year, the game had sold over 114,600 copies in Japan. In the United Kingdom, the game reached 28th place on the charts. Although its position was not very high, its sales were 73% higher than its predecessor’s in the same region. In the United States, the game sold over 200,000 physical copies in December, nearly doubling its total sales in Japan at that time.

At the 2015 NAVGTR Awards, the game was nominated for Best Role-Playing Game in a Franchise category and for Best Performance in a Supporting Comedy Role, the latter for Chris Cason’s portrayal of Tatsu. The game was also nominated for Best RPG at The Game Awards 2016. Many journalists from websites like IGN, Polygon, Eurogamer, RPGFan, Digital Trends, and Video Games Chronicle ranked the game as one of the best and most unique titles for the Wii U console.

Legacy

The initial work for Xenoblade Chronicles X created a starting structure that allowed the team to develop the next Xeno game for the Switch much faster than previous Xenoblade titles. The following game, named Xenoblade Chronicles 2 and released worldwide on December 1, 2017, continues the story’s themes from Xenoblade Chronicles, returning to a focus on storytelling after the gameplay emphasis of Xenoblade Chronicles X. Elma was introduced as a playable character called a "Blade" in the expansion pass for Xenoblade Chronicles 2. Both Kojima and Takahashi have expressed their desire and willingness to create a sequel to Xenoblade Chronicles X.

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