The History of Xenosaga
Xenosaga Episode I: Der Wille zur Macht (PlayStation 2, 2002) opened the most ambitious storytelling project of its console generation: a six part science fiction saga about an artifact called the Zohar, the android KOS-MOS, and the alien Gnosis, told in cinematic sequences long enough to argue about. The trilogy that followed is the anchor here, with Episode I as its foundation.
THE MAKING
The Xenogears team starts againCreator Tetsuya Takahashi and his wife Soraya Saga had once proposed their story as a Final Fantasy VII scenario at Square; rejected there, it became Xenogears. When Takahashi left Square in 1999, disagreeing with its focus on its major franchises and unable to fund his own project inside it, he founded Monolith Soft with fellow Xenogears staff and backing from Namco.
Xenosaga was proposed in 1999 as a six part series, and development of the first game began in 2000 under the codename Project X: two years, a staff of between sixty and one hundred, about twenty of them Xenogears veterans, with Takahashi directing and the scenario written by Takahashi and Saga. It is a spiritual successor to Xenogears, carrying its themes and design language into a new universe, not a sequel.
THE DESIGN
A film you interrupt with battlesThe setting runs on deep references: the Zohar, an artifact tied to a god-like energy, a lost Earth renamed Lost Jerusalem, synthetic humans called Realians, and episode subtitles taken from the works of Friedrich Nietzsche, over a structure steeped in Biblical imagery, Jewish mysticism, Gnosticism, and Jung. Shion Uzuki, a Vector Industries engineer, escapes a Gnosis attack with her prototype battle android KOS-MOS, and the questions begin.
The gameplay is traditional turn based combat built on Action Points, fought on foot and in mecha, but the proportions are the design: long, fully voiced cinematic sequences carry the story, and the ratio of watching to playing became the series' defining argument. Yasunori Mitsuda's score, recorded with orchestral forces, works the same way, treating whole stretches of space as silence.
THE EDITIONS
The trilogy, and the one Europe skippedTHE RECEPTION
Admired, argued with, and cut in halfTHE LEGACY
The road to XenobladeXenosaga made Monolith Soft's name and nearly broke it: after the trilogy closed in 2006, Takahashi and the team began a new project specifically to rebuild morale. That project became Xenoblade Chronicles, and the Xeno line is now a pillar of Nintendo's catalog, with KOS-MOS still appearing in crossover games.
The trilogy itself remains stranded on the PlayStation 2. Bandai Namco producer Katsuhiro Harada has said the company analyzed the market for an HD collection and concluded it would not be profitable, which is why these three boxes, and especially the third, carry the weight they do in the collector market.