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WILD ARMS
SCUS-94608
Copyright (C) 1997 Sony Computer Entertainment Inc.
Sony Playstation
1 Disc, 1 Memory Block per save
— by Mark L. Johnson
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It is certainly nice to see Sony of America slowly reversing its policy
that North Americans do not want RPGs. With the successful run of SUIDOKEN,
the beautiful but short RPG effort by Konami, Sony decided to sponsor
bringing over WILD ARMS personally, which was well received in Japan. And
even with the monolithic FINAL FANTASY VII looming over the horizon in
September, Sony has reported that WILD ARMS sales have exceeded their
expectations (but then again, all the press coming directly from Sony is
overly positive).
The plot goes like this: In the distant past, three races existed: Humans,
the Guardians, and the technologically advanced Elws. These races banded
together to repel the Metal Demons to the Arctic and capture their
leader, with the help of magical Golems created by the Elws. Now, the Elws
have all but vanished from the planet and the Guardians are losing theirpowers.
Rudy Roughnight is a young "Dream Chaser" (or adventurer) who has a mastery
of ARMs, or special guns which only a few humans can use. Jack Van Burace
is a treasure hunter searching for the "Absolute Power" along with his cute,
furry companion Hanpan. Jack has mastery of the "Fast Draw" technique (sword
based skills). Cecilia Lyane Adlehyde is the princess of Adlehyde who
spent most of her life in a monastery learning magical skills, and has
special abilities in communicating with the ancient Guardians. Together
with different goals they band together to help fight the return of theDemons.
Although WILD ARMS will not win any originality contests in plot or
gameplay, the designers have definitely played enough RPG/Adventure games
and incorporated many of their best features.
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WILD ARMS is a cross-breed of ZELDA-like exploration and RPG combat. The
perspective is a standard 3/4 view in sharply drawn 2-D animation, while
the combat scenes are a first attempt at a cutesy FF7 polygon look.
The 2-D scenes are very well done, rating higher than SUIDOKEN in my
opinion. Movement of the characters is easy to control, boxes can be lifted
and pushed, movement in and out of houses blends smoothly, transitions are
fast and painless, and the towns and dungeons are very well detailed (even
down to leaving footprints after walking through puddles). All the
townspeople have different things to say and constantly change as the plot
progresses. The dungeons are also rather interesting, with falling blocks,
destructible walls, traps, chasms, lights, and other surprises.
Each character can find and use different tools, such as Jack's lighter or
furry buddy, or Rudy's magical bombs and treasure radar. Many puzzles
revolve around proper use of these tools. Other puzzles require the
characters to split up, and the player to switch between the different parties.
The 3-D random combat is less impressive though, as the character designs,
while cute, lack detail and smoothness. The 3-D backgrounds vaguely
resemble the 2-D area and are too simple and unvaried. The combat
system itself is decent, although after a while it does get overly
repetitive. WILD ARMS also added a customizable autocombat feature, but I
have yet to personally trust a computer with the lives of my characters and
the fate of humankind (not to mention the annoying tendency of a computer
to use items and spells at the worst of times).
Along with the standard attack, guard, item and run options, WILD ARMS adds
a special attack for each character (ARM, Fast Draw, or Magic) and a Force
attack. The Force meter increases as a battle progresses (not in real
time) and when it reaches a certain level, you can perform special attacks
or spells by choice. Spells are nice, but pale in comparison to FF7's
magic (although FF7 does go overboard occasionally).
The player will only control the three main characters during the game, so
it gets away from the "Will this random guy leave me in a minute with all
those cool weapons I bought him?" But I wish there was more character
interaction between them. As the game progresses, there is the standard
armory in the next town with the next level of more expensive but
definitely better weapons and armor. Also hidden in
dungeons and towns are extra accessories which increase attributes, and
runes which allow players to summon Guardians during combat. These
certainly make combat easier but can be missed by players while travelling
through dungeons.
The story is relatively linear, but I found exploring new towns and places
to be rather interesting as each town had its own feel and each character
actually had something to say. There are other non-essential areas such as
the arena, and some secrets requiring returning to old locations with new
tools. Occasional cut scenes also occur for player information and story
development (such as Demon planning sessions).
Overall I enjoyed playing WILD ARMS. It certainly does not break any new
ground (other than being one of the few good Playstation RPGs) but most of
what it does do is solid. It is also longer than SUIDOKEN (I have put in
20 casual hours and still have a little ways to go) and has kept my
interest in the plot and character development to keep going. Just by
playing through the first few minutes, WILD ARMS proves it is a polished product.
So if you have been looking forward to a solid RPG, WILD ARMS will not let
you down. It may not bring all gamers in, as the repetitive combat can try
the most patient sometimes, but such is the nature of RPGs. WILD ARMS
proved to be a good purchase while waiting for MAGIC KNIGHT
RAYEARTH and the upcoming North American release of FINAL FANTASY VII.
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