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Before I actually started writing it, I was trying to figure how
to start this review for Wild ARMs 5, the latest in the long-running
RPG series. As my ideas came out less and less interesting, my hunger
pangs grew and the two collided together into an inseparable body
of language, leading me to this thought: Wild ARMs 5 is much like
a fast food cheeseburger. When I step up to the counter to order,
there's no kidding myself - I'm not getting the best burger out
there. But I already know that and, quite frankly, really couldn't
care less. What I want right now is a quick food fix with flavors
that satisfy my palette in an engaging manner; what I don't want
are fancy ingredients, overblown production and a lengthy wait time.
I did choose fast food for a reason!
Thankfully,
Wild ARMs 5 delivers with taste to spare. Much as the series has
for the past ten years, Wild ARMs 5 features likable characters,
an above average presentation and a decent battle system, wrapped
in a warm bun of the genre's well-developed clichés. Unless you
need to be on the cutting edge of RPGs or have developed an inability
to stomach the status quo RPG (or anime for that matter as they
share far too many similarities), this could be the perfect precursor
to the upcoming holiday buffet.
Set
in a time of outside domination and humans essentially all regulated
to second class citizens, Wild ARMs 5 tells the story of two childhood
friends, Dean and Rebecca, stumbling from adventure to adventure
as they unknowingly make their way towards their destiny - to save
the world. Dean is a plucky young lad who acts first, thinks last
and is seemingly always out trying to accomplish his lofty dream
of becoming a Golem Hunter. Rebecca, skilled in acrobatic shooting,
is Dean's opposite: grounded and realistic. Headstrong and boisterous,
she can come across as rude but no one cares more about their loved
ones then her. Both of their lives change forever when a golem hand
falls from the sky, carrying in its palm the mysterious girl, Avril.
Suffering from amnesia, all Avril can remember are the words "Johnny
Appleseed" and her name. Feeling the tug of destiny, Dean (and begrudgingly
Rebecca) join her in her attempts to complete her mission and recover
her memory.
Now,
any veteran to the RPG circuit will instantly recognize the majority
of the above story as one of the go to plots for the genre. But
what the game's story lacks in originality, it attempts to make
up in character - and, for the most part, it succeeds. The script
is well-written and quite perky, though a bit predictable, bringing
out the best of each character while also keeping them distinctively
different, especially the main core of Dean, Rebecca and Avril.
With Dean always getting into trouble, Rebecca jumping on his back
for it and Avril observing and interjecting where necessary, we
have a trio with great interpersonal dynamics, constantly playing
off each other in believable and entertaining ways. Their adventure
may not be the most memorable or the most profound, but there's
no denying the upbeat entertainment it provides.
Gameplay
sees a bit more shakeup then the storyline does when it comes to
the status quo, infused with just the right amount of action and
strategy to keep the experience engaging. Always one to give exploration
additional flare, Wild ARMs 5 is no different. Players are asked
to solve basal puzzles by moving boxes, shooting orbs and knocking
over logs while running, jumping and shooting around like hyped-up
cowboys. The continued choice to go with random battles is a poor
one, as integrating that into the action-based exploration would
have gone a long way to keeping those giant, empty dungeons from
becoming hard on the attention span.
Returning
from Wild ARMs
4 is the HEX system, which splits the battlegrounds into seven
hexagons, some of which are randomly imbued with special elemental
properties. Each turn plays out much like a strategy RPG, as your
characters can move one hexagon and execute one action (unlike in
Wild ARMs 4, where you could only do one or the other). Characters
of the same allegiance can share a hexagon together, allowing for
attacks on multiple enemies or healing on multiple allies. Though
it may appear to be a fat-free S-RPG, there is no denying that the
developers finally hit the nail on the head, perfecting a battle
system that the series can continue be proud of and build off of.
The
presentational aspects of Wild ARMs 5 are exactly what you would
expect from a game coming out at this point in the PlayStation 2's
lifespan - solid all-around with the occasional truly impressive
moment thrown in here and there for good measure. The environments
capture the feeling of a wild, untamed natural world in regards
to size and features - especially the Wild West influenced towns,
but leave a bit to be desired with the blurry textures and uninspired
layouts. Those two complaints become even more apparent when exploring
any of the games' dungeons, which seem to bleed together into one
gigantic yawn that even the action puzzles can't fully alleviate.
All
of the characters, on the other hand, look fantastic, thanks to
delightful character models and fluid animation. Each of the character
models is rendered in a simple, anime-style, choosing to forgo realistic
detail, a decision that works in the game's favor. This not only
allows for the characters' unimposing sides to shine, but for each
of them to be free of jaggies and muddy textures. Sticking with
the anime motif, the animation is generally over-exaggerated and
loose, moving with speed and grace. You'll find no robotic humans
here! To top it all off, 3D cut scenes make sure that the visual
team's work does not go unnoticed or unappreciated.
Always
one of the high points throughout the series has been the scores
and Wild ARMs 5 does not disappoint! The rousing battle themes and
solemn ballads mix rock and orchestral pieces with a little country
twang (and whistling). Sound effects aren't hinging on the need
to be realistic, allowing them to indulge in flair and showmanship
over accuracy - exactly as they should be in a game like this. The
voice acting is, on a whole, above average, though when tempers
flair, Rebecca's nasally voice can grate nerves.
The
ten years that the Wild ARMs series has been in existence has been
filled with many ups and downs but with this fifth installment,
the series feels as if it has finally just begun to hit its stride.
Building off of what worked (and didn't work) with the fourth game,
the tweaked HEX battle system, well crafted anime-style 3D cut scenes
and charming characters help pick up the slack that the exploration
and graphics let out. Long time fans and newcomers to the series
(don't worry, previous knowledge of the other games is unnecessary)
together should find much to become enamored with for the forty
or more hours it will take to see this playful romp through till
its end. It may have taken ten years, but it appears that with Wild
ARMs 5, the series is ready to make the jump from appetizer to main
course.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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