Xenoblade Chronicles
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Cross a world built on two ancient giants
Xenoblade Chronicles is a single-player action role-playing game set across the enormous bodies of the Bionis and Mechonis. Shulk begins in Colony 9, where people live under repeated attacks from mechanical enemies called Mechon. When tragedy reaches his home, he leaves with the Monado, a strange blade capable of cutting foes that ordinary weapons cannot. The journey grows beyond revenge into a broad story about fate, competing peoples and the consequences of seeing what may happen next. Large landscapes make travel feel like an expedition rather than a chain of small corridors.
Explore freely and make discoveries matter
Regions contain cliffs, lakes, caves, settlements and dangerous creatures that can be encountered without a separate battle screen. Named landmarks become fast-travel points, so returning to a town or distant quest area does not require retracing every road. Hidden locations, collectible items and unique monsters reward leaving the most direct route. Enemies display information that helps you judge whether to fight, avoid them or return later. The scale supports both planned questing and curiosity: a visible path may lead to a scenic overlook, a high-level threat or a useful item for the Collectopaedia.
Fight in real time with coordinated Arts
Combat begins when the active character targets an enemy and automatically performs basic attacks at the proper distance. The player chooses Arts from a command palette, positioning the character so directional attacks gain their bonuses. Shulk can strike from the side or rear for added effects, break an enemy’s defense, topple it after a teammate follows up and use Monado abilities to protect the party. Arts recharge on timers instead of consuming a traditional pool for every move, encouraging a rhythm of positioning, selection and waiting rather than menu-based turns.
React to visions before disaster lands
The Monado can show Shulk a vision of an enemy’s future attack. A warning identifies the target and the danger, giving the party a limited chance to change the outcome. You might topple the attacker, draw its attention to a sturdier ally, heal the threatened character or activate an Art that reduces the incoming damage. These moments connect the story’s concern with fate directly to the battle system. Success depends not only on individual commands but also on understanding each party member’s role and choosing a response quickly enough to interrupt the predicted event.
Build affinity, equipment and character roles
Experience from combat and quests raises levels, while new equipment changes both statistics and appearance. Weapon and armor slots can accept gems that improve specific attributes or add useful effects. Materials found during exploration support gem crafting, giving unwanted collectibles another purpose. Skill trees provide passive benefits, and stronger bonds can let party members share selected skills. Affinity also affects cooperation in battle, including encouragement and Chain Attacks. Because controllable characters fill different offensive, defensive and support roles, changing the party leader can substantially alter how a familiar battle plays.
Live in the settlements, not only the main story
Towns contain named residents with schedules, requests and relationships represented through an Affinity Chart. Completing quests can change how people regard one another, open further tasks and make a settlement feel connected to the party’s progress. Heart-to-Heart conversations explore relationships when the appropriate characters and affinity requirements are available. The game also gives collection a clear structure through regional Collectopaedia pages. Later restoration work adds another long-term goal, asking you to gather materials and help rebuild rather than treating every side activity as a disconnected errand.
Manage a large adventure without harsh setbacks
Defeat returns the party to a discovered landmark without a traditional game-over loss of ordinary progress, which encourages experimentation against roaming enemies. The interface tracks quests, maps and travel points so the scale remains manageable, though the amount of optional content can still be substantial. Players can focus on the story or spend long stretches hunting unique monsters, improving affinity and completing local tasks. English and Japanese voice tracks support different presentation preferences, while sweeping music and changing weather help distinguish grasslands, caves, snowfields and mechanical environments.
Exact North American Wii requirements
This listing is the North American Wii optical-disc release published by Nintendo of America on April 6, 2012 and developed by Monolith Software. It is rated T by the ESRB for Blood, Mild Language, Partial Nudity, Use of Alcohol and Tobacco, and Violence. The game is for one player offline and supports either a Wii Remote with Nunchuk or a Classic Controller. It supports progressive-scan 480p output; a compatible display and cables are needed to use that mode. No online account or current network service is required. Later editions on other systems are separate releases and their added features are not implied here.
Package and media notes
The current gallery contains an exact North American back cover, physical-disc images, a gameplay video and five stills labeled as Wii gameplay. That role inventory reaches the merchant’s preferred five-image floor, but the images still retain their existing pixel, duplicate, rights and platform-verification history rather than being recertified by this text pass. Regional promotions varied, so used-copy contents must be judged only by the selected condition. Both established warning paragraphs remain in first position.
More game data: releases, identifiers & technical details
Regional release records and identifiers for Xenoblade Chronicles | Nintendo Wii.
Release and technical facts
| Fact | Value | Release / platform | Source |
|---|---|---|---|
| Published by | Nintendo Co., Ltd. | Japan | MobyGames |
| Developed by | Monolith Software, Inc. | Japan | MobyGames |
| Additional Graphics by | Tuetue Kombinato Co., Ltd. | Japan | MobyGames |
| Cutscenes by | Animo Creative Works Limited | Japan | MobyGames |
| Cutscenes by | Imagica Digitalscape Co., Ltd. | Japan | MobyGames |
| Cutscenes by | Production I.G, Inc. | Japan | MobyGames |
| Cutscenes by | Graphinica, Inc. | Japan | MobyGames |
| Music by | Procyon Studio Co., Ltd. | Japan | MobyGames |
| Additional Music by | Dog Ear Records Co., Ltd. | Japan | MobyGames |
| Additional Sound by | Dog Ear Records Co., Ltd. | Japan | MobyGames |
| Testing by | Pole To Win Co., Ltd. | Japan | MobyGames |
| Testing by | Mario Club, Inc. | Japan | MobyGames |
| Published by | Nintendo of Europe GmbH | United Kingdom | MobyGames |
| Developed by | Monolith Software, Inc. | United Kingdom | MobyGames |
| Additional Graphics by | Tuetue Kombinato Co., Ltd. | United Kingdom | MobyGames |
| Cutscenes by | Animo Creative Works Limited | United Kingdom | MobyGames |
| Cutscenes by | Imagica Digitalscape Co., Ltd. | United Kingdom | MobyGames |
| Cutscenes by | Production I.G, Inc. | United Kingdom | MobyGames |
| Cutscenes by | Graphinica, Inc. | United Kingdom | MobyGames |
| Music by | Procyon Studio Co., Ltd. | United Kingdom | MobyGames |
| Additional Music by | Dog Ear Records Co., Ltd. | United Kingdom | MobyGames |
| Additional Sound by | Dog Ear Records Co., Ltd. | United Kingdom | MobyGames |
| Testing by | Pole To Win Co., Ltd. | United Kingdom | MobyGames |
| Testing by | Mario Club, Inc. | United Kingdom | MobyGames |
| Published by | Nintendo of America Inc. | United States | MobyGames |
| Developed by | Monolith Software, Inc. | United States | MobyGames |
| Additional Graphics by | Tuetue Kombinato Co., Ltd. | United States | MobyGames |
| Cutscenes by | Animo Creative Works Limited | United States | MobyGames |
| Cutscenes by | Imagica Digitalscape Co., Ltd. | United States | MobyGames |
| Cutscenes by | Production I.G, Inc. | United States | MobyGames |
| Cutscenes by | Graphinica, Inc. | United States | MobyGames |
| Music by | Procyon Studio Co., Ltd. | United States | MobyGames |
| Additional Music by | Dog Ear Records Co., Ltd. | United States | MobyGames |
| Additional Sound by | Dog Ear Records Co., Ltd. | United States | MobyGames |
| Testing by | Pole To Win Co., Ltd. | United States | MobyGames |
| Testing by | Mario Club, Inc. | United States | MobyGames |
| Media Type | Wii Optical Disc | Wii | MobyGames |
| Video Modes Supported | Progressive Scan (480p) | Wii | MobyGames |
| Video Modes Supported | PAL 50Hz | Wii | MobyGames |
| Video Modes Supported | PAL 60Hz | Wii | MobyGames |
| Input Devices Supported/Optional | Classic Controller | Wii | MobyGames |
| Input Devices Supported/Optional | Nunchuk | Wii | MobyGames |
| Input Devices Supported/Optional | Wii Remote | Wii | MobyGames |
| Number of Offline Players | 1 Player | Wii | MobyGames |
| Original game disc count | 1 | North America | MobyGames |
| Genre | RPG | North America | PriceCharting |
| Also compatible on | Wii U | North America | PriceCharting |
| Developer | Monolith Soft | North America | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | North America | PriceCharting |
| ESRB rating | Teen | North America | PriceCharting |
| Player count | 1 player | North America | PriceCharting |
| Publisher | Nintendo | North America | PriceCharting |
| Developer | Monolith Software | Japan | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | Japan | PriceCharting |
| Genre | RPG | Japan | PriceCharting |
| Player count | 1 player | Japan | PriceCharting |
| Publisher | Nintendo | Japan | PriceCharting |
| Also compatible on | PAL Wii U | PAL | PriceCharting |
| Developer | Monolith Soft | PAL | PriceCharting |
| Disc count (PriceCharting) | 1 game disc | PAL | PriceCharting |
| Genre | RPG | PAL | PriceCharting |
| Player count | 1 player | PAL | PriceCharting |
| Publisher | Nintendo | PAL | PriceCharting |
Regional releases
| Release date | Region / edition | Source |
|---|---|---|
| 2010-06-10 | Japan | MobyGames |
| 2011-08-19 | United Kingdom | MobyGames |
| 2012-04-06 | United States | MobyGames |
| 2010-06-10 | Japan | PriceCharting |
| 2011-08-19 | PAL | PriceCharting |
| 2012-04-06 | North America | PriceCharting |
| April 6, 2012 | North America | PriceCharting |
| June 10, 2010 | Japan | PriceCharting |
| August 19, 2011 | PAL | PriceCharting |
Catalog identifiers by release
| Identifier | Code | Region / edition | Source |
|---|---|---|---|
| EAN-13 | 4902370518245 | Japan | MobyGames |
| Nintendo Media PN | RVL-SX4J-JPN-B0 | Japan | MobyGames |
| eBay Product ID | 212019380 | Japan | MobyGames |
| Nintendo Media PN | RVL-SX4P-EUR-E0 | United Kingdom | MobyGames |
| UPC-A | 045496400231 | United Kingdom | MobyGames |
| ASIN | B005CLPO9O | United Kingdom | MobyGames |
| eBay Product ID | 170274587 | United Kingdom | MobyGames |
| Nintendo Media PN | RVL-SX4E-USA-E0 | United States | MobyGames |
| UPC-A | 045496902858 | United States | MobyGames |
| ASIN | B007RNWUC4 | United States | MobyGames |
| eBay Product ID | 73571248 | United States | MobyGames |
| upc | 045496902858 | North America | PriceCharting |
| asin | B007RNWUC4 | North America | PriceCharting |
| epid | 73571248 | North America | PriceCharting |
| upc | 4902370518245 | Japan | PriceCharting |
| asin | B003I4EBBO | Japan | PriceCharting |
| upc | 045496400231 | PAL | PriceCharting |
| asin | B003I4EBBO | Japan | PriceCharting |
| ean | 4902370518245 | Japan | PriceCharting |
| ean | 045496400231 | PAL | PriceCharting |
Data by MobyGames.com · Catalog data: PriceCharting