![]() The reason given for porting the game to the New 3DS rather than the Wii U home console was that the length of the game could be intimidating, especially for modern-day gamers, even if it was becoming more used to on-the-go, quick gaming sessions. All of the environments were rebuilt and optimized for the new system while keeping the original aesthetic intact. This entailed the creation of a new graphics engine with a custom visibility culling and complex level of detail systems. The most difficult part of the development was getting the game's scale to function within the new hardware. Monster Games also worked hard to include 3D capacity despite the resultant technical difficulties. ![]() To maintain frame rate and the seamless transitions between environments, unspecified "technical tricks" were used. As part of the alterations made to the port, much of the on-screen information was moved down to the bottom touch screen to avert clutter to the top screen, while the layout was carefully arranged so as to maintain the feel of the original as much as possible. With the inclusion of the ZL and ZR buttons as well as the C-Stick, meant that the original Wii Classic Controller button layout could be used without adjustment. As such, Nintendo announced about the New 3DS that was more powerful than the previous model, and its increased power made it possible to run the port properly. Unbeknownst that the Wii's processing capabilities were greater than the 3DS, Monster Games requested that the 3DS needed an upgraded version with a more power CPU and more memory to run the port properly. The development was originally intended for the regular Nintendo 3DS, but due to hardware limitations, it lacked the power and memory to run the game efficiently. Because Monolith Soft was working on what would eventually become Xenoblade Chronicles 2, Xenoblade Chronicles 3D was co-developed by Monster Games.
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