
Xanadu Next is an exploration-centric action RPG from Nihon Falcom, the acclaimed creators of the Ys and The Legend of Heroes RPG franchises. A late entry in their immensely popular Dragon Slayer series and a spiritual follow-up to the late ‘80s cult classic Faxanadu, Xanadu Next puts players in the shoes of a gravely injured knight given a new lease on life through ancient magic who must now seek a legendary sword called “Dragon Slayer” to ensure his survival.
"Whenever mist hangs over the waters of Lake Orwell on Harlech Island, sailors catch sight of a phantom castle just out of reach. As they draw near, it fades into the fog like a mirage, leaving only questions for all who have borne witness to this "Castle Strangerock." An up-and-coming scholar named Charlotte L. Wells has had her interest piqued by this local legend and desperately wishes to study it in person—but of course, Harlech Island is no place for an unescorted young lady. To aid her in her investigation, therefore, she enlists the help of an old childhood friend and fallen knight who agrees to accompany her on this adventure. Arriving in Harlech and catching sight of Castle Strangerock almost immediately, Char dives into researching the mystery head-on, leaving her companion to explore the surrounding environs on his own in search of any artifacts that might help trace the origins of this ephemeral stronghold. Sadly, this almost immediately leads to his death at the hands of a mysterious swordsman seemingly displaced in time...but death is to be only the beginning of his adventure."


Ricevi una notifica istantanea quando il gioco raggiunge lo sconto desiderato
Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Imagine Ys but with slower paced combat and level design which can only be described as a precursor to what the Souls games accomplished Now imagine that with a Falcom soundtrack Buy it
Balance elevates and limits this game. More than any of Falcom's projects from their late Windows PC period, systems, aesthetics, and non-linearity counterbalance to create a sprawling action adventure that, even with its shortcomings and missed opportunities, seems fully conceived and replete with potential. If anything, this game rewards you for experiencing as much of it as possible, and of Falcom games and outside influences it took from. I'm already near the end of my third Xanadu Next playthrough, storming my way through Castle Strangerock with every skill, technique, and trick in my book. Every time I know I'm playing one of the easier, often more accessible Falcom games from this period, but it never gets old. Even Gurumin has difficulty options this game sorely could use, not that it's bad or merely good w/o them. Ys: The Oath in Felghana, released the same year as Xananext, ha
Xanadu Next was created as an experiment, to be deliberately different from other Falcom games. Even though I found the game to be a tad simplistic, this was still a pleasant surprise, in how well focused and tightly executed it is. This might be the smoking gun for where FromSoft got the idea for how to design the world in Dark Souls. There is only one town in Xanadu Next, and it contains one of the very few save points in the game. At first, there's just one way to get in and out of town, but all the dungeons loop back into town in surprising ways, so at the end, there are loads of ways to reach each corner of the game quickly. This style of designing dungeons still feels unconventional, because it makes them feel more like how you would design a real place, with multiple entry and exit points that connect them to all the other dungeons in the game. I struggle to think of any game apa
>Focus on lore over plot >Melancholic and bleak atmosphere >Dark fantasy aesthetics and setting >Backstab heavy combat that's more difficult than the average game >Hub area where all the NPCs reside at >Only being able to increase your stat points with the help of a religious female NPC who revived you from the brink of death after the tutorial >Metroidvania style level design that loops in on itself and unlocks shortcuts to the hub area Xanadu Next is Falcom's Dark Souls and it predates Dark Souls by 6 years. Alright in all seriousness though. Xanadu Next came out in 2005 in Japan, but other than a port to Nokia's N-Gage of all things, Xanadu Next never left Japan until over a decade later in 2016 when XSEED released a worldwide localized PC port for it. Xanadu Next is a pretty unique title for Falcom because not only is it a spin-off of their iconic and influential 1985 action RP
Guys, I think I found a hidden gem. I went into this game expecting nothing and found something great. Old games just hit differently. This game oozes early YS vibes which is great news, because one can never get enough of early YS-style games. There's also an interesting interconnectedness to the level design, which makes you think of Dark Souls. Every chest you open you get excited for as you never know what you're gonna get and all treasures are meaningful, for the most part. The bosses are all unique, Soundtrack is GOATed as we're talking early Falcom. All equipment pieces (armor/weapons) have their own sprite once worn by your character, meaning all gear has its own unique appearance. This is such an underrated videogame feature that I must count it as a pro.
Xanadu NEXT is a fantastic little action RPG from a time when action RPGs were RPGs with real-time action, and not action games with mild RPG elements. It's a modern (at least for 2005) game in body, but in heart & soul, it's a classic RPG from the 80s & early 90s. The game's strengths are less in sheer complexity, and more in its consistent execution of simple ideas, all of which come together to make for an incredibly engaging action RPG from beginning to end. Dungeon crawling? Puzzle-solving? Inventory management? Leveling? Stat allocation? All of it is gracefully handled, only just punishing enough to push you to pay attention and engage with the actual RPG mechanics. The difficulty curve is excellent, and that simple joy of getting stronger from new gear or level ups permeates the entire game - even in its final hours. Its brisk length also ensures none of its mechanics outstay t
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