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Before Final Fantasy VII ever released to its worldwide critical
acclaim, the first game in the hit Wild ARMs RPG series rocked PSOne
owners with a console role-playing experience that set the bar for
future 3D RPGs to follow. Even though FFVII came along and stole
its thunder, Wild ARMs made its mark at the time, and still to this
day it is loved and remembered by many diehard RPG fans as one of
the best ever. Unfortunately, the impressive benchmark set by the
original title wasn't fully capitalized on, with the subsequent
releases of the mediocre-in-comparison second and third iterations
in the series (although both games are still good in their own right).
Coming
shortly after last year's Wild ARMs Alter Code: F, a PS2 remake
of the original classic, new publisher XSEED Games has made its
debut with the release of the series' true fourth installment, Wild
ARMs 4. And in this 10th-aniversary year for the franchise, long-time
Wild ARMs developer Media Vision have delivered a rock solid RPG
that is the best game in the series since the original.
In
this fourth trip back to the world of Filgaia, an all-new tale unfolds
as four strong-minded teens fight alongside one another to save
the future of a Filgaia that has become a barren and oppressive
land ravaged by war. Jude Maverick, the young protagonist of this
coming-of-age RPG adventure, lives a sheltered life in peaceful
Ciel, a domed town hovering high above Filgaia's war-torn surface.
One fateful day, however, when invading forces from Filgaia shatter
all that he has ever known, Jude meets and befriends a captive of
the intruders, a young girl named Yulie, and an 18-year-old drifter
named Arnaud, while finally learning of his untapped power to control
ARMs as a Gene Driver.
After
fleeing the downfall of Ciel on an escape pod, Jude is introduced
to the harsh lands of Filgaia, along with another drifter named
Raquel, and together the band of four unlikely heroes set out together
to keep Yulie protected from her pursuers and discover the root
of the events that have unfolded. While the characters are generally
likeable and the story is certainly engaging enough to keep you
coming back until the credits roll (after the average RPG runtime
of roughly thirty to forty hours, in addition to optional endeavors
and unlockable bonus goodies), the same old RPG clichés are at work
here, so there is a certain level of predictability to the plot.
I also got a little tired of the melodramatic "adults-versus-teens"
conflict that is a key undercurrent in the story, but that's just
a personal gripe I'll toss out there for you to take into account
based on your own tastes.
Wild
ARMs 4 does, however, do an outstanding job presenting its story
in both the graphics and audio departments. Anime-stylized 3D character
models, though not extensively detailed, have a polished look to
them and are well animated, while the many environments you explore
come in great diversity and with high visual appeal. During battles,
summon abilities and team combo attacks are accompanied by some
spectacular spell cut-scene sequences that give the combat some
needed pizzazz, as the creatures you're put up against aren't the
most original or memorable designs. What I like best about the game's
presentation, as it relates to the story that is, is the cool comic
book paneling style that's used during the dialogue sequences -
it lends a unique touch that peps things up a bit, considering that
there isn't enough voiceover work to support the many lines of story
text. And that comes as a disappointment, because the voice acting,
when occasionally used, is very solid. Not amazing mind you, but
it fits the game's anime style. The soundtrack, on the other hand,
is highly enjoyable throughout, and save for a few occasional sound
glitches during combat sequences, the sound effects and ambient
noises are great as well.
Shockingly,
Wild ARMs 4 has taken a huge turn away from the previous games in
the series with its gameplay. It's most definitely still an RPG
with the usual genre staples (though even those have been tweaked
some as I'll get to shortly), but there is an even greater emphasis
placed on platforming and puzzle-solving than I've ever seen in
a standard console RPG before. Honestly, this game is every bit
as much an action-platformer as it is an RPG; through the many dungeons
you'll be hopping and bopping young Jude around almost as if he
were Sly
Cooper or something. Double-jumping over gaps, traversing moving
platforms, climbing poles and ladders, sliding under ledges, launching
from springy platforms, jump-stomping switches, pushing blocks and
dodging laser surveillance sensors are all commonplace, and it's
all decisively entertaining. The camera can occasionally cause missed
jumps, and many of the dungeon locales are confined to an extremely
linear path, but neither is too grave of an issue to drag down the
fun.
As
with previous Wild ARMs games, tools factor heavily into the dungeon-crawling
portions of the game, but this time the tools aren't items you can
equip, but rather items found within the dungeon that are only used
in temporary puzzle-solving situations before being dropped and
forgotten about, since Jude can't jump and carry a tool at the same
time, strangely enough. For example, finding a sword normally leads
to you triggering special switches, while using bombs allows you
to blow up obstacles. The puzzles get more complicated with the
use of the game's other new feature, the Accelerator; while running
around you can trigger Jude's Accelerator power by pressing R1,
after which he speeds up while everything around him slows to a
crawl for a short period of time. The need to use your accelerator
more often than not boils down to using it to cross collapsing bridges
or platforms, but you'll also find it helpful in circumventing surveillance
beam traps and other hazards.
Amidst
these platforming and adventure elements, the usual random encounters
pop up to test your combat abilities, which leads to both Wild ARMs
4's most intriguing new feature and arguably its weakest link. Running
on the all-new Hyper Evolve X-Fire (HEX) battle system, combat in
Wild ARMs 4 takes place on a grid of seven HEXes that changes everything
to a strategy-RPG-lite experience. An order queue found at the bottom
of the screen determines character and enemy turns, and at the start
of each battle your party of four and the opposition are randomly
placed on the grid. During a character's turn you can move them
one HEX on the grid or utilize the same selection of combat options
as always - items, spells, special skills, team attacks and so on.
You can also move party members evenly around the grid or stack
them together in the same HEX - but be careful - as spells, attacks
and status effects don't just target specific characters but everything
in the targeted HEX.
Three
'Ley Point HEXes' are always located on the grid each time you enter
a fight, and each of these Ley Points contain one of four elemental
modifiers: Fire, Water, Wind and Earth. Certain spells and abilities,
such as Yulie's Material guardian summoning Force Ability, change
in effect depending on the HEX in which the character is standing
in, and the same goes for spell resistances too. While combat is
flowing, Force Points (FP) are earned and a Global Force Gauge on
the right side of the screen fills. When enough FP is earned, each
of the four heroes has special Force Abilities that can be used
to great effect, such as Yulie's summoning powers or Arnaud's jump
ability that enables him (and any other member in his HEX) to hop
to any other HEX on the grid.
For
the first ten hours or so, the unique feel of the HEX system is
a pleasant breath of fresh air, but as time goes by and the game
fails to ramp up its difficulty by any significant margin, the combat
system can grow a little stale and rudimentary if you're a seasoned
RPG player. Random encounters rarely ever give you a challenge and
eventually only seem to get in the way of the fun platforming and
puzzle elements. Even during the boss fights the level of difficulty
remains unimpressive, which ultimately leads to the strategic heart
of the combat system becoming almost unnecessary. Don't get me wrong
- the combat never reaches the point where it's a major detraction
- there's just not enough challenge to keep you consistently hyped.
If the random encounters ever do become a nuisance, the game thankfully
provides an Encounter Break feature that enables you to turn off
random encounters in an area after the local Break Point (or save
point) has been activated. You don't want to use this too often,
though, because your characters' level of experience will fall behind.
And
speaking of experience, Wild ARMs 4 does have a nifty character
advancement system. By gaining experience and leveling up as normal,
characters earn points to put towards learning new skills and abilities
on their GC Graph. Not really a graph at all, the GC Graph contains
a list of unique skills for each character, and using your earned
points you can purchase new powers. As you move down the list, abilities
cost more points to learn, but at any time you can take away points
you've put towards any skill to use for another, which gives you
a certain degree of freedom to build up a character's skills to
your liking. To further improve your party, items and equipment
are also available, and in Jude's case you can modify his ARM by
tweaking power and performance capabilities using collected Alter
Parts and Dragon Fossils.
It
comes as quite a pleasant surprise that Wild ARMs 4 is actually
better in regards to its platforming, adventuring and puzzles than
it is its combat, but when considered altogether these parts equate
to one finely crafted and unique RPG that fans of both the series
and the genre as a whole would do well to pick up. I wish the game
was more challenging so the innovative battle system could have
been put to use better, but in reverse it could also be argued that
the lack of difficulty makes the game more accessible to a wider
audience. Either way you slice it, Wild ARMs 4 commemorates the
franchise's 10th anniversary in fine fashion and is a great first
release of which XSEED should feel very proud.
Reviewed by Matt Litten for AceGamez (All Rights Reserved).
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