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One of the first RPGs to hit the PlayStation 3 is Enchanted Arms,
a conversion of one of the few Japanese Xbox 360 games to make it
to our shores so far. It's definitely a good thing that Enchanted
Arms made the journey though, because while it's not quite Final
Fantasy, it's not far off either.
Taking
place in an alternate version of Earth, the story begins in Yokohama
City, one thousand years after the legendary Golem Wars, where the
power of magic was harnessed to create powerful technology. These
artificial creatures, known as the Golems, obey their master's commands
even after their master dies and the Golem Wars culminated in the
massively powerful Devil Golems almost wiping everyone out. Fortunately,
mankind prevailed and managed to seal away the Devil Golems. Since
those ancient times, the true power of magic has been lost, but
certain people of the ancient bloodline can still use magic to a
degree, through the power of Enchantment, which can control Golems
and manipulate elemental forces.
You
step into the shoes of Atsuma (I guess the developers thought it
sounded better than Lementine!), a student at Enchant University,
where young people learn to harness the powers of the elements and
become Enchanters. Atsuma is a headstrong and fun-loving guy who
finds it very hard to pay attention in lessons - or even stay awake
for that matter! He's shunned by most of the students though, as
he has a mysterious right arm that negates Enchantments and can
damage anything he touches that's Enchanted. Accompanied by Toya,
the most popular and smartest student, as well as Makoto, an incredibly
camp and pretty bitchy guy who follows Toya around like a lovesick
puppy, the three of you set out to cut class and visit the annual
festival in Yokohama City. After enjoying the festival and defeating
Yuki, a money-obsessed bounty hunter who'd give her right arm to
get hold of Atsuma's right arm, things start to go awry. The Golems
guarding the city go crazy, attacking everyone in sight, while an
earthquake lays waste to the surroundings. Venturing into the forbidden
vault within the University's bowels, Atsuma discovers that a Devil
Golem - the Queen of Ice - has been released, and she is intent
on wiping out the plague of humanity once and for all. Now it's
up to Atsuma, and his new friends Karin and Raigar, to defeat the
Queen of Ice and save the world from complete annihilation.
While
Enchanted Arms features the usual 'end of the world' storyline,
it has enough unique features to make it stand out from the crowd
- and let's face it, if the stakes weren't high then an RPG just
wouldn't be fun, would it? If a demon was out to burn down our hero's
house and had to be stopped, well, it just wouldn't work! The story
is actually very engaging and really drives you forward because
you want to find out what will happen next, and while most of the
plot twists can be seen coming a mile off, there are a few in there
that will surprise you. As usual, the Japanese dialogue suffers
from 'lost in translation syndrome', often being clichéd, overlong
and laugh out loud daft, but the characters are well-developed and
quirky, and it's a lot of fun because of it. Besides, it's not as
if any of the Final
Fantasy games are masterpieces when it comes to the dialogue!
The voice acting can also be very over the top and corny at times,
but efforts are made to (clumsily) explain each character's motivation,
so they're more than two-dimensional good guys and bad guys, with
Atsuma himself all the more likeable for being a haunted and conflicted
hero.
The
worst part of the storyline is the lack of cut scenes - most dialogue
plays out with 3D models of the characters popping up talking to
each other, with very limited animation, and I would have much preferred
to sit back and watch the cut scenes with more camera angles and
action, rather than having to press X after every sentence. Most
cut scenes are rendered using the in-game graphics engine, which
doesn't look that great for this purpose; there are a few CGI cut
scenes that never fail to impress, but they're not up to the standard
of Final Fantasy and given the fascinating story, you often wish
that talented developers at From Software had the expertise and
budget of Square Enix behind them.
Graphically,
Enchanted Arms is a mixed bag, but overall it looks pretty good.
The best part is without doubt the rich, detailed environments,
which are fully rendered in 3D with a user-controlled camera. Every
location looks gorgeous, from picturesque seafront Yokohama City
(which contrasts very well with its icy, desolate counterpart later
on) to the spectacle of London City's architecture. Even the sewers
look good! You'll traverse countryside and mountains, underground
mines and various modern facilities and temples, and much more;
each area is spectacular, the ancient technology of the temples
and modern technology of the current civilisation looking particularly
excellent, with lots of usage of glowing energy conduits to great
effect. The inside of the London Castle is also particularly grand,
while the hideout of the Resistance is brimming with personality
and run-down yet sweeping architecture.
The
lighting effects are particularly awesome too - when the sun is
shining you get real-time shadows and some truly atmospheric skies,
where you just stop for a moment to take in the view. Enchanted
Arms is without doubt utilising the power of the PS3 (and the Xbox
360 before it), and while there are some drab textures here and
there, overall the exploration areas are never short of fascinating.
The music that accompanies each area is varied, well orchestrated
and always fitting to the mood and action too; sometimes grand and
sweeping, sometimes sinister and foreboding, sometimes hopeful and
uplifting; it's a great soundtrack and the variety and quality of
the themes is very much welcome.
The
gameplay consists of three main aspects, as you would expect - exploring
environments, battling enemies and upgrading your party. You explore
each area to progress through the game, talking to non-player characters
and finding hidden treasure along the way. Extra effort has been
put into this part too - you have grapple points to swing across,
water to swim through, platforms to ride on, mine-carts to ride,
ladders and stairs to climb, chests to find, crates to smash and
a few rudimentary puzzles, or tasks where you must gather information
by talking to everyone you meet. One of the best gameplay features
is very simple but very effective - you can save at almost any time!
You can't save mid-battle of course, but you can save as often as
you like when exploring, so no more holding your breath in the hope
that you'll reach a save point before the random battles finish
you off!
On
that subject, there are two more key factors that put Enchanted
Arms a cut above Final Fantasy. The first is that random battles
aren't too frequent, and if they're not frequent enough for you
then you can do a little dance mini-game that uses the SIXAXIS controller's
motion sensor, which boosts your Extra Skill bar (I'll come to that
later) and means that enemies will find you more often. One of the
things that spoils many an RPG - and particularly the Final Fantasy
series - is the constant barrage of random battles, but this simply
isn't the case in Enchanted Arms. The other great feature is that
your health and energy are fully restored after every battle - you
can use potions to restore them in-battle if you need to, but each
battle is totally self-contained and so you can really let rip with
the attacks you want to use, safe in the knowledge that in the next
battle everyone will be completely recovered. Some players might
feel that this makes the game a little too easy, and while the chances
of your whole party dying in battle aren't high (apart from the
increasingly challenging boss battles, of which there are many),
it's so nice to not have to spend half your time worrying about
using health potions so you won't get caught off guard by the next
battle. To balance this out, each character has Vitality Points
(VP) that decrease when a character sustains damage. Recharge stations
restore your VP, but if it goes all the way down to zero then that
character will have to stay out of the party until you can recharge
them.
The
combat itself is fairly unique too; it's turn-based but with enough
tactical aspects to keep it varied and interesting. Rather than
a turns list for each ally and enemy, each side takes it in turns
and you get to go first most of the time, giving you the chance
to wipe out half your enemies before they can even get a strike
in. Battles take place on two grids that are 4 squares wide and
3 squares deep. Each side must stay in their own grid, but within
that grid you can move around and then perform one action per character
per turn, be it using an item, attacking, casting a support spell
like healing or going on standby, which regenerates your EP (needed
to perform all actions). Movement is limited by stats that can be
increased, and every attack affects a certain number of squares.
Some might hit on just the one square directly in front of you,
or perhaps three squares in a vertical row, some might go in a horizontal
row of three squares, either directly in front of you or further
away, and there are numerous patterns for the almost endless attacks
and support actions that are available. Ranged attacks hit with
full force regardless of positioning, but direct attacks are diluted
if you have to go through several enemies - attack two enemies ahead
of you and the first one gets the full force of the attack, while
the one behind only sustains half the damage. Putting your stronger
characters in front of your weaker ones is a useful tactic that
can often save them from being knocked out.
To
further add to the tactics, each character and enemy is aligned
with Earth, Wind, Fire, Water, Light or Dark, with each one stronger
against its opposing element and weaker against the same element.
But not all attacks are element-based, making for yet more strategy.
If you have a Water character who has several non-element attacks
then it makes sense to use them against a Water foe who uses elemental
attacks, because the damage of their attacks will be halved, while
yours will have full impact. There are also combo attacks - each
character has a combo bar that fills with each turn (which is carried
over between battles, as is the EX bar, which I'm coming to I promise!),
and when multiple characters with full combo bars attack the same
enemy then you get a combo attack and the damage you deal is significantly
increased - get all four characters to combo attack a boss and you
might even take it out in a single turn!
The
speed of the combo bar filling is based upon FP (Friendly Points),
which are gained by going into combat. The EX bar also gradually
fills and this is shared by your party for activating their special
attacks, which are the most spectacular and deadly ones of the whole
game, and often they're elemental for extra damage to opposing elements.
The EX bar fills gradually with each turn and it's fantastic for
getting you out of a tight spot. Best of all, rather than having
to grind through random battles if you want it full for an upcoming
boss battle (you can anticipate them most of the time!) you can
just hop into the dancing mini-game and shake your controller to
fill it up fast!
The
only annoying quirk of the battles is the way you must figure out
the exact sequence you want for all four members of your party (that's
your battlefield limit) before you execute them. For example, if
you want to heal a fighter who's next to your healing character
before moving the fighter forwards to get in range for a close attack
then you have to make sure the healing character performs their
move first - otherwise your fighter will not be in the right place
when the spell is cast and won't be healed. It seems a pain at first
(especially when you have to undo everything for that turn and do
it all again!) but you soon get used to it.
Probably
the most disappointing aspect of the battles is that they don't
look that great. While the enemy designs are very imaginative and
varied (particularly the bosses) and overall look is very cool,
because they're all on a grid, you see them from a distance most
of the time and you don't get to appreciate them as much as you
might have otherwise. Also, while the various effects for each of
your own characters and the enemies look pretty good, which are
seen close-up with dynamic camera usage as they're executed, they're
nowhere near as amazing looking as Final Fantasy, coming off as
a watered-down version of that beloved franchise. It all looks good,
but it just lacks the wow factor of FF - even the special EX attacks.
The accompanying sound effects are appropriate but unspectacular
and the single battle theme (which only changes for bosses) is over
dramatic and becomes annoying after a while - I'd much have preferred
to stick with whatever tune is playing in the current area instead.
There is yet another very thoughtful addition to this though - you
can hold Triangle to speed up the action, so you don't have to sit
through the same animations over and over again (well you do, but
they happen very fast!) This is pure genius and every RPG should
do this from now on!
Without
doubt the best aspect of the battle system is that you can eventually
gain access to almost every single Golem you ever battle, bringing
it over to your team! You regularly get new additions and there
are well over 100 to find! Some you gain after battling that Golem,
some you have to purchase with money (known as Tablet or TB) and
some you can find hidden away in the level and can choose to battle
or not. It's like a very cool version of Pokémon (gotta have 'em
all!) and you will end up with more than you can ever use, but still,
the sheer variety of options available means that you can pick your
favourites and get them battle experience alongside a selection
of the main characters.
When
it comes to levelling up, everything is handled pretty well. Every
character and Golem gains experience whether they fight or not,
so they keep levelling up regardless, but only those who fight gain
Skill Points (SP), which are needed for learning new skills (for
the main characters only) and for manually enhancing your stats
(for everyone, including the Golems). Many new skills can be learned,
some of which you gain from combat or even by opening a treasure
chest and others you have to purchase (you get TB in chests and
from every battle). They come in two varieties - skill and support.
The skill variety encompass your main actions, like attacks, enhancing
your stats temporarily, healing, removing status problems like poison
or gravity, boosting your EP, reviving characters and so on. The
support variety consist of innate skills, like permanently boosted
stats, immunity to status problems, double TB from battle and more.
Each character can have only five of each type equipped at one time,
so your choice of skills and support can really change how your
characters perform on the battlefield. The stats you can enhance
consist of HP, EP, Direct, Ranged, Support and Agility, and each
time you enhance them with SP the cost goes up incrementally.
When
it comes to weapons and Golems, every one of them has to be synthesised
using Core Materials. These are gained in battle, found or purchased,
and you need different combinations of gems (Power, Speed and Mind),
which are gained in the same ways, to synthesise them. It's a nice
touch that limits what you can do (but not too much) and forces
you to make decisions - you can also only synthesise at shops, represented
by purple crystals scattered at regular intervals throughout the
game.
The
rest of Enchanted Arms is pretty well implemented; load times are
short and minimal, and while they can be annoyingly frequent in
certain areas, you go straight into battle without delay and most
of the time load breaks are few and far between. The menus are easy
to navigate on the whole, although it's sometimes hard to find the
characters you want when updating your party members and you can't
check to see what skills someone has when you're deciding which
stats to upgrade. Also, you're not given the option to equip a new
weapon or skill, having to go and do that manually by going into
more menus, which is a bit cumbersome. Overall though, it's a system
that works well and minimises confusion for the most part.
Enchanted
Arms is a classic RPG that bests Final Fantasy in several gameplay
areas, if not in the visuals department. While it looks very nice
overall, it lacks the impact and spectacle that FF is famous for.
However, with a compelling storyline, fun characters, access to
over 100 party members in the form of the Golems and a very flexible,
rewarding and deep upgrade system, Enchanted Arms has everything
you would expect from a great RPG and it will keep you hooked for
the fifty hours or more that it takes you to reach the end. It's
also pretty accessible for newcomers to the genre, and as such it
deserves serious consideration from every PS3 owner.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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