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Sawano's style does fit the "Sci-Fi" theme of this game and there are a lot of good tracks that are used very well in context. In addition of course using them in combat is quite fun and rewarding. The Skell mechs of course are what really opens up the game, allowing you to explore the really impressive "verticality" of each region.And of course, the Affinity quests for your companions helps to give them some much needed backstories too. Some of these quests veer very "dark" in their outcomes. A lot of sidequests involve your fellow colonists coming to terms with their situation (or failing to do so), and also the relationships between themselves, and also the Alien races that you encounter. This is where the game really shines and is crucial to selling the world building. I enjoyed being able to see how helping them and forming alliances would change the makeup of New LA and offer up additional quests and merchandise to purchase. The integration of Alien species into the world.The game did successfully give the user that feeling of being on an Alien world, and having to embark upon various goals that are crucial to survival, and helping your fellow colonists fortify their new home.Major props to the world designers for being able to create not just one scale, but two since both on-foot and Skell need to have proper size representation in the world for it to work, where most games (even most open world games) do not have to consider such use cases. First off that needs to be stated loudly what a remarkable accomplishment that was to have crafted a world without loading scenes (other than fast travel) that you could cross either on foot or by Skell. So of course I played XCX all the way through to the Credits (and the tiny scene afterwards), so racked up a lot of hours doing that which included lots of the sidequests and world building.