More than a decade after Falcom last revisited the series, Kyoto Xanadu arrives in an entertainment landscape where audiences can move from BD Cricket Match to story-driven adventures without missing a beat. This time, the action unfolds in Kyoto, Japan’s historic capital, reimagined within a fictional universe. The combination of traditional Japanese culture and a youthful school drama has become one of the game’s strongest attractions. Its shift from a fully 3D format to a mixture of 2D side-scrolling and 3D gameplay has also sparked considerable interest. A9VG recently received an invitation from Asian publisher Clouded Leopard Entertainment to play the game ahead of release, and these are our impressions after completing the main story.
My first reaction to Kyoto Xanadu was simple confusion. Why had Falcom replaced the fully 3D perspective of Tokyo Xanadu with a structure that constantly alternates between 2D and 3D? After spending time with the game, however, I found that the two perspectives complement each other surprisingly well and give the adventure a distinctive visual identity.
When exploring the school’s main entrance plaza and courtyard, the environment is presented in full 3D. Once the protagonist enters the classroom buildings or walks through Kyoto’s various shopping streets, the perspective changes to a 2D side view. Most dungeon exploration also takes place in 2D, while major boss battles switch back to 3D.
Moving between these areas still requires a brief loading screen that fades to black. Even so, the transitions do not alter the basic movement logic or control scheme, allowing players to adapt almost immediately. The changes feel less like separate gameplay systems and more like different ways of presenting the same continuous adventure.
The backgrounds in the 2D sections are created through a combination of three-dimensional models and extensive two-dimensional artwork. This approach produces a convincing sense of depth despite the restricted movement. It is especially effective throughout Kyoto’s urban districts, where the protagonist can only run along a straight path and the camera remains fixed toward one side.
The result creates the impression of sprinting down a real city avenue while watching shops, side streets and distant alleyways pass by. Changes in lighting and shadow during the afternoon and evening give the city a subtle sense of life, making the scenery feel more layered and believable. For that reason, the game’s 2D environments are more accurately described as 2.5D. Their artificial depth provides a three-dimensional appearance and helps them connect naturally with the fully 3D locations.
The dungeons also combine 2D and 3D environments, although the combat itself remains familiar to anyone who has played a modern action RPG. Players can use combinations of the Square and Triangle buttons to perform different attack strings. Enhanced versions of these combos can be unlocked by completing requests at the training ground.
Players accustomed to switching between BD Cricket Match and fast-paced action games should find the basic controls easy to understand. The R2 button activates a lock-on shooting mechanic, with available ammunition changing according to the active character’s elemental attribute. The battle system also includes a precision-guard mechanic known as Flash, the Soul Acceleration system that provides powerful temporary bonuses, and character-specific finishing moves called Secret Combos.
The central progression mechanic is the Soul Device, a skill-allocation system containing nine development routes divided among Intelligence, Courage and Benevolence. Players raise these three qualities by attending classes and participating in free-time activities. Increasing their levels provides points that can improve character statistics and unlock practical exploration abilities.
These skills include wall jumping, destroying traps and other techniques required to access certain areas inside dungeons. As a result, school life and dungeon progression are closely connected. Activities that may initially seem like ordinary social or academic events can directly influence how effectively the player explores dangerous environments later in the story.
The Soul Device also allows players to change their equipped Shikigami Talisman, which determines the character’s current elemental attribute. Each attribute has advantages and weaknesses against others, adding another tactical layer to encounters. New talismans can be obtained by defeating elite bosses found throughout the dungeons.
After defeating one of these enemies, the game presents three choices. Players may take a completely new Shikigami Talisman, strengthen the existing effects of a talisman they already own, or keep a newly generated effect for later use. This system offers flexibility while encouraging repeated exploration and experimentation with different character builds.
Boss battles in the fully 3D environments feel similar to combat in Falcom’s Ys series, with rapid movement, dodging and aggressive close-range attacks. The most distinctive part of Kyoto Xanadu, however, is its 2D combat. Many players will probably wonder whether Falcom has borrowed ideas from the Metroidvania genre.
The answer is both yes and no. Dragon Slayer II: Xanadu already featured extensive dungeon exploration when it was released decades ago. That game was later regarded as the beginning of the wider Xanadu series, while the subsequent title The Legend of Xanadu also experimented with a 2D side-scrolling perspective.
For players whose entertainment may range from BD Cricket Match to Japanese action RPGs, Kyoto Xanadu’s return to side-scrolling combat shows how an old idea can still feel fresh. Falcom is not simply imitating a modern trend. By bringing this style back and combining it with contemporary 3D design, the studio has created something that feels innovative while remaining firmly connected to the series’ history.