In the most recent issue of Famitsu, Xenoblade Chronicles: Definitive Edition director Tetsuya Takahashi discussed how Monolith Soft decided which aspects of the original game to upgrade visually. With limited resources, not every aspect of the game could be revamped, so the team had to do some prioritizing between all of the different characters, textures, items, and more. Below, you’ll find Nintendo Everything‘s translation of the director’s explanations.
Interviewer: The original game was on the Wii in standard definition. Could you tell us about how you’ve upgraded the visuals and assets to HD in this remaster?
Takahashi: It goes without saying, but considering we had restrictions like production costs and time, we couldn’t remake everything. So we started off with deciding what we would remake and what we would not. Specifically, we went as far as upconverting the textures and adding shader textures for the enemies and maps. Then we remade things like the main and important characters’ faces and hands, the new equipment in [Xenoblade Chronicles: Definitive Edition], the Monado, the facial animations during cutscenes and scripted events, and so on. Even though we divided things up like this, before long, each member of the team began showing their passion and abilities, so we wound up incidentally touching things up like NPCs and enemies that we didn’t intend on changing initially. There’s some things that couldn’t be completely remade, of course, but I hope players enjoy looking for all the differences in the game.
So, looks like the Xenoblade Chronicles: Definitive Edition that we’re getting is going to be even prettier than Monolith Soft’s original vision, with plenty of little details reworked. With all of the gorgeous screenshots we’ve received, I have no trouble believing this whatsoever. With 10-12 hours of new content, a gorgeous visual overhaul, and even remastered music, Xenoblade Chronicles: Definitive Edition is shaping up to be one of the best games on Switch.