Cubed Issue #1, January 2016 | Page 30

XENOBLADE CHRONICLES MONOLITHSOFT'S LATEST BRAINCHILD HAS BEEN EXCITING WII U FANS FOR A COUPLE OF YEARS NOW - BUT DOES IT LIVE UP TO THE HYPE THE FIRST GAME INSPIRED? I t's not often a game generates enough hype to create its own social movement around. But Operation Rainfall, the 2011 campaign for Nintendo to release the original Xenoblade Chronicles (alongside The Last Story and Pandora's 28 Tower) in the NTSC regions can't be said to be anything but impressive. The original game in this sci-fi RPG series officially has nothing to do with this sequel, but there are links to be found. Both feature insanely expansive worlds, for example, and a semi-turn based battle system most reminiscent of that found in Final Fantasy XII. Unfortunately, they both suffer from a com- XENOBLADE CHRONICLES X Developer: Monolithsoft Publisher: Nintendo Price: £38 (Amazon) Platform: Wii U mon problem, and it's related to the size of the world. Don't misunderstand - the scope of both games is genuinely incredible and Xenoblade Chronicles X really pushes the Wii U to its limits in what the system can achieve. Visually, the environment design could belong to a PS4 or Xbox One game with ease. But in making it so big in scale, they've stretched a pretty meagre amount of content almost to breaking point. Even when travelling in a Skell - the game's Gundam-esque exoskeletons - the distance can pass for minutes with nothing to hold interest other than indentikit random encounters. To see the open world sandbox idea done really well, look at one of the recent Fallout games, or Just Cause 2. They both had big, beautiful worlds, but realised in a way Xenoblade doesn't that a big beautiful world won't engage for long if it feels li