Xenoblade Chronicles X: Definitive Edition review – the Switch’s final must-have
The last big name Wii U game is finally ported to the Nintendo Switch, in a new version that makes a number of important improvements.

The last big name Wii U game is finally ported to the Nintendo Switch, in a new version that makes a number of important improvements.
One of the myriad ways that Nintendo is different to Sony and Microsoft is in its approach to buying other companies. It hardly ever does it and the few times it does, it’s usually small studios you’ve never heard of. But it usually works out well, with Retro Studios and Metroid Prime, Next Level Games and Luigi’s Mansion, and Monolith Soft and Xenoblade Chronicles.
Nintendo acquired Monolith (not to be confused with the recently shuttered Monolith Productions) in 2007, when they were best known, if they were known at all, for Baten Kaitos and the Xenosaga series. They’ve since gone on to make three mainline Xenoblade Chronicles titles, and this spin-off, but their primary importance to Nintendo is as a support studio, working on franchises including Animal Crossing, Pikmin, Splatoon, and The Legend Of Zelda.
Their work on Zelda has been particularly vital and the open world environments of Breath Of The Wild would not have been possible without their technical expertise, much of which they learned working on Xenoblade Chronicles X for the Wii U, when it was originally released 10 years ago.
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Considering that every other notable Wii U game was long ago ported to the Switch, it’s been a puzzle as to why Xenoblade Chronicles X has been left out; although the simplest answer, that Nintendo was merely saving it for a rainy day (and Monolith Soft was busy elsewhere), seems the most likely.
The question of whether there is any direct connection between X and the numbered sequels is a complicated one but for all intents and purposes this is a spin-off, sharing some gameplay, visual, and thematic similarities with the other games, but nothing more.
The story begins with the destruction of Earth, as the planet is caught up in a war between two alien civilisations and most of humanity is destroyed. One ship escapes the carnage and crash lands on the unexplored planet of Mira. You then play the role of a survivor with amnesia, which is just about as generic a set-up as you could hope for.
Sadly, things do not really pick up from there and the storytelling and characters are easily the weakest element of the game. The dialogue and voiceovers are workmanlike and everyone is an anime cliché, but thankfully this is not the problem it would’ve been in the mainline games. Rather than a linear role-player, X is much more exploration based, with a surprisingly small number of story missions and some very clear connections to Breath Of The Wild.
There are very specific requirements for taking on each of the dozen story missions (plus there’s new content and characters for this Switch version) and so most of your time is spent doing side quests and levelling up, as you take on one of multiple different career paths. These range from a mining prospector to a diplomat to exploring the wilderness to set up sensor towers, all of which provide excuses to explore the huge open world map and/or meet new characters.
The open world is definitely one of the game’s main appeals and while its age, and the modest technical abilities of its host systems, are obvious the graphics have been polished up well and much of it looks at least as good as Breath Of The Wild. Except here, instead of straightforward Earth-like biomes, there’s lots of weird alien landscapes, that seem to take influence from ’60s and ’70s sci-fi illustrations.
Mechs make every game better (Nintendo)Exploration is aided by transforming robots called Skells, although it takes a frustratingly long time to get permission to use them – although there is now a new robot not in the original. This is silly because not only do they look really cool, and are key point of difference from the mainline games, but they’re genuinely useful for getting around the huge game world, with both ground and air variants.
Naturally, they can be used in combat, which overall works in a similar manner to both the other titles and Final Fantasy 12. That is to say, it operates something like a single-player MMO, with abilities and weapons that are constantly cooling down and waiting to be activated.
You can take direct control of your player character but while attacks are carried out automatically the game makes it clear that positioning, and targeting specific body parts, is very important, with head-on attacks rarely being the best way to go.
You can also give commands to your team-mates and program their artificial intelligence to react in different ways, telling them what to do when they’re injured, when they should use their special moves, and so on.
The combat is still similar to the other games (Nintendo)This is all enjoyably strategic in bigger battles but can become a chore in the more straightforward ones, against cannon fodder enemies. There’s a new quick cooldown bar, to allow more frequent access to special moves, but there’s still no way to speed things up more quickly, even when it’s obvious you’re going to win.
The Switch version has managed to iron out some problems from the original though, streamlining the system for reviving and healing allies, and allowing you to change your party at any time – instead of having to wander around the base hub talking to them individually. Unnecessary complications like Blade levels and division points have been removed completely and there’s generally now more tutorials and explanations for how the other systems work.
It’s certainly an improvement, in terms of accessibility, but it’s also fair to say that this is a purposefully, almost gleefully, complicated game that revels in things like its complex crafting system and levelling up options.
Especially with the quality of life improvements, this new edition provides these aren’t necessary flaws, that’s just the game Monolith wanted it to be. If you’re put off by games that offer too much freedom and not enough structure then this is perhaps not the game for you but if you’re upset that there’s probably not going to be a new Zelda for five years or more then, in terms of exploration, this does scratch a similar itch.
There’s so much content here it’ll keep you going until the Switch 2 and beyond, with a surprisingly robust set of online options inspired by Monster Hunter, that allow for up to 32-player groups across the map and specific online missions for four-player teams against larger monsters.
It’s a shame that the game’s debut on the Wii U meant that it never reached a wider audience, especially as it’s spent the last 10 years in Nintendo’s vaults. But now that it’s finally been re-released it will hopefully gain the reputation it deserves. Don’t be put off if you don’t like the other Xenoblade games (some hardcore fans don’t actually like X, since it’s not part of the same story) as Xenoblade Chronicles X is one of the best action role-players of the last two generations.
Xenoblade Chronicles X: Definitive Edition review summaryIn Short: A fantastic open world role-player, with a mountain of content and interesting diversions – although the unengaging storytelling remains its main weakness.
Pros: Extremely varied and well-designed game world, with lots of weird and wonderful enemies. Fun combat and the Skells are both useful and enjoyable to pilot. Deep role-playing stats.
Cons: The storytelling is uninspired, with a languid pace and dull characters. Minor combat encounters can be a chore and the game still has some issues presenting information. Surprisingly bad music.
Score: 8/10
Formats: Nintendo Switch
Price: £49.99
Publisher: Nintendo
Developer: Monolith Soft
Release Date: 20th March 2025
Age Rating: 12
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