This article discusses lore reveals fromXenoblade Chronicles X:Definitive EditionandFinal Fantasy 14.

WithXenoblade Chronicles X: Definitive Editionfinally tying its standalone story to the widerXenoblademultiverse, discussions around a possibleXenoblade Chronicles X-2have intensified. While the epilogue focuses on Al, the new pilot of the Ares Prime, the direction of a sequel remains unclear. One of the central questions facing Monolith Soft is whether the game should continue with a customizable avatar or transition to a traditional protagonist.

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The originalXenoblade Chronicles Xallowed players to step into the role of Rook, a silent avatar designed for immersion and self-insertion. This worked well with the game’s emphasis on exploration and freedom across the alien planet Mira. However, even with the enhancements of theDefinitive Edition, the narrative often faltered when trying to give Rook more meaningful involvement in major story moments. The result was a disconnect between gameplay and storytelling that somewhat limited the emotional impact of the experience.

Why Xenoblade Chronicles X-2 Could Keep Avatars

Theavatar system inXenoblade Chronicles Xhad a clear purpose: provide players with the ability to create a personal connection through open-world discovery and high-stakes survival. Customization, from appearance to voice, encouraged a sense of ownership and made the journey through Mira feel more personal. A sequel could preserve this design philosophy even if the setting shifts away from Mira, using a new frontier to continue exploring themes of identity and adaptation.

One effective model comes fromFinal Fantasy 14. TheWarrior of Light, though customizable, is deeply integrated into the narrative. Over time, the character becomes linked to major cosmological lore, such as the legacy of Azem and the ancient Amaurotines, while still allowing other party members to grow independently. Characters reflect on shared experiences, and the avatar becomes a consistent presence in both world-altering conflicts and quiet interpersonal moments.

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InFinal Fantasy 14,the Warrior of Light’s bond with the world is reinforced not just through lore, but through relationships and shared history. This reinforces the avatar’s presence without diminishing the importance of other characters. IfXenoblade Chronicles X-2aims to keep a player-created protagonist, it could apply similar methods.

A promising concept is embedding the avatar into post-Mira lore more meaningfully. The idea of a “malfunctioning Mim”—a synthetic body with a corrupted memory or unstable identity—could serve as a narrative backbone. Thelore around Mims, introduced in Chapter 5 ofXenoblade Chronicles X, already raises questions about identity and consciousness. Exploring that further in a sequel could tie the protagonist to humanity’s uncertain future as they travel aboard the White Whale 2 in search of a new home.

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Xenoblade Chronicles X-2 Risks If It Doesn’t Adapt

While Rook’s flexibility enhanced exploration, it created issues in narrative cohesion. Emotional scenes often lacked resonance, as Rook rarely responded or engaged. This disconnect is especially noticeable inXenoblade Chronicles X: Definitive Edition’s new content. During the climactic events involving Al and the Ares Prime, Rook’s presence is barely acknowledged, even when taking critical actions.

By contrast, protagonists like Shulk inXenoblade ChroniclesandNoah inXenoblade Chronicles 3are central to the emotional arcs of their stories. Their relationships drive the narrative, and their voices shape its tone. Rook, on the other hand, often fades into the background, a passive observer even in moments that should be defining.

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The limited emotional engagement inXenoblade Chronicles Xis not due to a lack of writing depth, but to how the avatar is positioned within the world. Without more established relationships or a clear past, Rook becomes structurally isolated from the story’s major themes. A revised avatar would need to build interpersonal bonds, participate in moral decisions, and be personally affected by the world’s events.

Dialogue systems, loyalty missions, and narrative choices could help create a more active protagonist. Rather than standing silently during pivotal scenes, the avatar could influence events through their history, relationships, and choices. This would preserve player agency while giving the character purpose within the larger narrative.

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What Xenoblade Chronicles X-2 Could Do Differently

A hybrid approach may offer the best solution. Games likeDragon Age: InquisitionandMass Effectstrike a balance by offering customizable protagonists with defined origins and voice acting. These characters retain flexibility but are still tightly woven into the story’s events.Xenoblade Chronicles X-2could adopt a similar format.

Providing the avatar with a partially fixed backstory, such as being a unique Mim prototype with a hidden connection to the destruction of Mira or the origin of the White Whale 2—would create narrative stakes without removing customization. Incorporating cinematic moments that highlight the avatar’s relationships and past, along with optional character development scenes, could offer emotional depth. Characters could comment on past shared experiences or challenge the avatar’s decisions.

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IfMonolith Softdecides to continue with an avatar, the key is to treat that character as more than a placeholder. The narrative must provide stakes, consequences, and moments of reflection tied directly to the avatar’s role in humanity’s next chapter.

WhetherXenoblade Chronicles X-2builds on Rook’s foundationor shifts to a fully written hero, the outcome will define more than the protagonist; it will shape the game’s identity as either a continuation ofX’s experimental design or a reintegration into the coreXenobladestorytelling tradition.

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