Val the Moofia Boss thanks for the effortposting, it's always interesting to read more in depth codexian analysis on games I'm not familiar with.
I'm currently some 90-100 hours (in game timer is already completely off) into Xenoblade 3. In a word, it's well on its way to becoming my favorite in the whole franchise, though not without some caveats. I just reached chapter 5 which I believe puts me roughly in the midway point. I've been pretty thorough, doing most side quests, fighting uniques and exploring. And most importantly, playing on Hard, which seems to amount to a lot of extra gametime.
The combat and systems are an evolution of the previous games with a lot of customization options. You manage a full team of six with an additional hero character who can't be tweaked beyond their Arts, but who come with other special properties in combat. Those hero characters are your source of new classes for your main party as well. Your main party members essentially go through class after class as they are unlocked. They then unlock Arts and skills from those classes to use in other classes, essentially enabling you to build semi custom classes. Then you get interlinked (interlinked) into fancy EVA forms, which have their own skill trees.
Combat is even more positioning focused thanks to all the field effects - buff circles. It stil has that MMO feel where distance is kind of iffy and everything works off cooldowns. I really wish Monolith had also picked up on this little thing called 'telegraphing' if they were going to stick to this route. You get two set of Arts, which recover either over time or based on hits. Ideally you'll be combining Arts from both sets by firing them off at the same time for extra effectiveness, so pairing Arts with roughly equivalent cooldowns may be smart. Arts cancelling is back, at first in a limited way and eventually at full capacity. I only just unlocked cancelling for the interlinked forms, which made them feel much better to play. Their animations are long and elaborate which made them feel awkward to play before that. Those forms are pretty weak for a long while, mostly suited for soaking damage and applying some de/buffs.
Chain attacks are way more tactical than before and have quite a lot of nuance to them. You fill up the meter, initiate the hype simulator and hope the RNG doesn't fuck you over. You pick from a random assortment of three party members for a bonus effect (lowered aggro, damage buff, heals etc) and then do your regular moves, trying to hit high multipliers for extra damage and being able to reuse party members. Rinse and repeat, hopefully finishing on a neat interlinked attack. That, or stacking healers has fucked you over and the attack ends prematurely. There's a lot of stuff to learn here and there's no point in me going over it with a fine comb, you need to see it yourself.
A notable change is that only healers can resurrect now, but at no cost, and the process can be sped up by multiple healers. As a result, at least on Hard, you may find yourself stacking healers. Two is the absolute minimum, with three being a common number and some bosses calling for four. I've tried all sorts of party compositions, sometimes with four healers pocketing one tank. Difficulty is very good and unique monsters and bosses in particular can stall you for a very long time. I spent four hours on the chapter 3 boss who was two levels below me yet could end my fully healed and well buffed party in 10 seconds. My best guess is that on Hard, the game treats as being lower level than you actually are, perhaps by 3-4 levels. For a long time I couldn't beat any uniques that were near my own level. Even some grey leveled (five levels or more below you) can put up a serious fight. Which leads to a rather major issue - it is really easy to end up overleveled. This didn't happen until chapter 3 when I used bonus EXP to gain a few extra levels to access a side area. This led to more side areas and the snowball was out of control. By the time I returned to the main story every enemy was grey for a long time. I haven't spent any bonus EXP since then, so I have 9-10 levels worth in stock. Eventually the game did start scaling a bit more aggressively and I was only slightly overleveled, until I did more side content (unlocking heroes, which you of course want to do) and everything was grey again. I wish I could deduct levels from myself. I haven't used any bonus EXP food either.
A few words about the hickups along the way. The game is REALLY overbearing with its tutorials. It will explain each and every new thing ("here's how you buy at shops") and takes control away from the player constantly in the first ten or so hours. It gets rather comical when the game introduces a new thing, lets you play with it for five minutes, then yoinks it away. Here's how you change arts. Controlling a new party now? Fuck you, no changing arts for you. You WILL sit down on the campfire and you WILL craft those gems NOW. I am convinced they playtested this on actual troglodytes who needed constant handholding. Xenoblade 2 neglected to explain some key mechanics like auto attack cancelling but here they went way too far in the other direction.
Finally, the story. No spoilers here, so don't worry. The main gist of it is that you're given a destination, everybody hates your guts, and you make friends with them on the way by solving the colonies' problems. As a result the base structure has fairly predictable beats. You go here, recruit a hero, explore more, recruit someone else, end of the chapter showdown time with lots of exposition, repeat. Not a bad thing necessarily, but it does undermine the mystery somewhat when the game doesn't really throw you curveballs, at least not yet. I like the main party and the tone is very close to 1's. The characters each get their time in the spotlight. What I don't really care are the Consuls. They're depicted as comically insane psychos with no redeeming qualities. Now I am sure there will be some reveal that the real baddie stripped them of their humanity or something, but as it is they're just crazy clowns. Pretty low on the villain tier list.
Regarding the religious elements of the series, I still hold that Xenoblade 1 had the perfect balance. It kept its cards for a long time until the layers started getting peeled off and the 'conspiracy' unfolded. Later revelations gave new light and context to older events. Even then you needed to have done some outside reading to catch all of it. Xenoblade 2 did away with almost all of this which was massively disappointing. So far, 3 hasn't given any hints as to whether it will have these elements, or whether it'll be content acting as a love letter to the series. This dilution of the franchise's original identity can be seen in the art style as well. They've settled on a clean and generic anime look since 2, which gives it mainstream appeal but makes it stand out less.
Excuse the length. Won't be able to return to the game until tomorrow so had a nice gap to collect my thoughts here.