Xenoblade Chronicles: Definitive Edition

Xenoblade Chronicles: Definitive Edition is a remaster of Xenoblade Chronicles on the Nintendo Switch. It features improved graphics, a new time trial mode and a new epilogue story, Xenoblade Chronicles: Future Connected. The additions from Xenoblade Chronicles 3D are missing in this version.

List of changes
While the core game is the same and the story is unchanged, there are many changes both major and minor compared to the original Wii version. Listed here are changes that are not simply minor bug fixes.

Additional content

 * Future Connected is a "bonus chapter" that takes place after the main game and reuses most (but not all) gameplay mechanics.
 * Time Attack is a set of "defeat the enemies as fast as possible" challenges that provide new outfits as rewards.
 * The Event Viewer allows re-watching of any cutscene and, with controllable equipment, time of day, and weather.
 * Casual Mode drastically decreases the difficulty of combat for players that wish to enjoy the story with minimal effort.
 * Expert Mode allows players to store experience points and control exact party member levels, adding potential for challenge runs and allowing players to do many quests without becoming overlevelled.
 * Having a Xenoblade Chronicles 2 save file gives the option to start a new game with 100,000 G instead of the default 3,000 G.
 * New Korean and Chinese localizations.

Aesthetics

 * All playable characters and major NPCs have new, higher-resolution face models closer to the style used in Xenoblade Chronicles 2. Many also have higher-resolution hands, and party members' default outfits have several touch-ups.
 * All heavy armour has altered designs, mostly slimming down bulky parts and replacing the helmet with one that does not obscure the character's head as much. The original designs are still available as Time Attack rewards.
 * All maps are significantly more detailed.
 * Most if not all models have extra material textures, such as improved glow and specularity effects.
 * Many pieces of music are remade, with the option to use the "original" or "arranged" versions.
 * Chapters are now labelled as "Chapter 1" and similar in save files, rather than being mostly invisible.
 * Several cutscenes have altered character expressions and musical timings, while a few have significant animation changes (e.g. the radio soldier in the prologue not turning towards the Mechon behind him).
 * The Mechonis' hands are redesigned to better match the appearance of the Fallen Arm.
 * Alvis' key necklace is replaced with one that resembles a Core Crystal.
 * NPCs that did not previously have voice clips when talked to now do, including party members when used as NPCs.

Battle

 * The tag of the targeted enemy is fixed at the top of the screen, rather than above their head. This moves vision tags to the top right corner.
 * The damage range glitch is fixed; weapons can now reach any number within their minimum and maximum range.
 * Auto-attacks that rebound (from being blocked or hitting a Mechon) do not incur the typical delay before the next auto-attack can be used.
 * Arts with a conditional bonus effect are highlighted with a blue "!" during moments when their condition is met (e.g. Back Slash is marked when Shulk is behind the enemy). These are labelled as "Chance Arts".
 * The Mechon immunity to damage is factored earlier in the damage formula, so damage multipliers and debuff damage now come afterward (e.g. Back Slash deals 2 damage instead of 1, and bleeding does 0 per tick instead of 1).
 * The Arts Seal debuff now appears as purple chains above the victim's head (similar to Bind), rather than a sprite of a crossed-out circle.
 * Visions are executed faster.
 * When warned of a vision, party members are not immediately interrupted, but instead finish what they are doing before acting on the warning.
 * Enemies with s now show a purple spiky effect on their name tag while the spike is active.
 * s are executed faster and do not show the total damage until the end.
 * When holding the button for party commands, the most recently-used command is highlighted.
 * The player does not have to get as close to enemy spawn points for them to activate, meaning more enemies appear on the map at once, and they are visible from farther away.
 * Chests that fall into a pit teleport directly onto the player.
 * Post-battle banter continues even if the player opens a chest or enters the menu.

Gem crafting

 * Dunban's shooter ability is buffed so his streak starts at 2%, rather than 1%.
 * Riki's shooter ability is buffed so his two turns count as one turn, rather than two.
 * Crafted gems are entirely random in strength, rather than corresponding to the final heat.

Quality-of-life improvements

 * Up to four buffs and debuffs are visible at once, rather than just one.
 * The status effects (,, , and ) now display a bar for how long until they expire.
 * There is an option for all menus to show a red dot on new elements (e.g. a recently-learned art or skill).
 * There is no longer an inventory limit for collectables and materials. For other items, the limit is increased to 450.
 * Party members can equip armour and appearance independently. Possessing a piece of equipment permanently unlocks its appearance as an option for all currently-available characters.
 * Gems can be bulk exchanged between pieces of equipment.
 * Art books are used automatically when the art screen is opened, rather than having to select and use them manually.
 * Gifting is done from the party affinity chart. When an item is gifted, the affinity gained (or lost) is recorded.
 * The affinity chart lists each NPC's current list of tradeable items.
 * One NPC at a time can be tracked, which draws a magnifying glass on the map at their current location.
 * Going to a triggers an auto-save into a fourth save slot.
 * A line is drawn on the map leading the player towards the next plot point, rather than there being a compass arrow on the screen. This can be disabled.
 * All quests place red "!" marks on the map at their next/nearest objective when the player has the correct map loaded. One quest at a time can be tracked, which either turns its "!" marks blue and gives the option to draw a line on the map towards it, or notifies the player that the target is not currently active.
 * New Game Plus automatically carries over all inventory, rather than asking to fill a quota.