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NES box art for Xexyz, the cover of NEStalgia episode 307

307 · Xexyz

▶ Game info
VerdictPlay it
ReleasedApril 1990
SeasonSeason 6
DeveloperAtlus
PublisherHudson Soft
January 12, 2024 · 1 hr 2 min · transcript available

It's the year 2777. Due to nuclear wars and natural disasters, Earth's population has decreased dramatically and only five island are left, forming the nation of Xexyz. In Xexyz, humans, spirits and faeries have lived peacefully for centuries under the reign of King Xeu Star. One day, Xexyz is attacked by Goruza who murders the king, builds mechanical castles on each island and captures the queen of each island. You take on the role of a soldier named Apollo who wants to put an end to Goruza's reign.

Our verdict: Play it

Xexyz is a name that tells you nothing, and we spent the opening wondering who signed off on it (the 2006 movie Zizix Road came up). The manual's story is better than you'd guess: it's the year 2777, humanity lives on five islands in a nation called Xexyz, and the mechanical fortress Garuza has captured each island's queen fairy. As Apollo, a battle soldier in a cool suit, you rescue them. Mike, Sean and Joe played it, and it's a pile of ideas that each work a little.

What works

  • A loop with variety. Odd levels mix platforming and adventure: find the right star box, get the key, enter the castle, fight mini bosses. Then you climb into a vehicle for a shmup stage, fight the boss, and take a space scooter to the next island. It keeps rotating, so we got bored less quickly than we expected.
  • Shmup stages that know their place. They're slowed down and easy to finish, which suits a game that is only part shmup. Online takes called them disappointing, but a hard one would have swamped everything else.
  • Little touches. You jump into a different vehicle every time, which beats a plain screen change. Bosses fight you alone on a glider against black, so they got big, detailed sprites. The seahorse holding a gun, with another gun on its tail, won us over, and several looked like early Pokemon.
  • Personality. Frog kings, robot scam artists, fairies in bathtubs, and an economy so generous you can buy everything.

What doesn't

  • Stiff and janky. The jump has an awkward fall, and enemies move like shmup enemies even in the platforming parts, so you end up firing constantly. Shots don't always seem to land where they should.
  • Padding. You shoot a star box five times to open a door, and there are around six per level. Clue-givers want payment, so it isn't a puzzle, just a toll.
  • Coin-flip doors. In the shmup areas you get a top and a bottom door, and the wrong one sends you back to the start of the area. It isn't random, but nothing tells you which is right.
  • A strange first purchase. The first weapon on offer is a 45-degree bouncing shot, a tricky gun to hand you a minute in. The Buddha-like mini boss is nearly impossible without it, and we beat later ones mostly by finding a spot where they couldn't touch us.
  • Bosses repeat themselves. Great designs, then the same projectile patterns. And the NPCs who hand you money and keys never explain why.

The bottom line

Play it. Joe voted Essential, calling it a bite-sized adventure in the Rygar mold, and admitted it was a pointless vote since he wouldn't change it based on the others. The other two said no. Sean's reasoning: it does a lot of things and none of them all that well. So it stayed off the Essential Games List. If you want a little of everything on the NES, it's worth an afternoon.

Written from our conversation in this episode.

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