|
The Wild ARMs series is a bit like the 14th President of the United
States. Allow me to explain: unless you're an American history buff,
the name Franklin Pierce probably doesn't ring any Presidential
bells and, likewise, unless you're an RPG buff, the Wild ARMs series
may sound like some waste-of-time YouTube clip (aren't they all?)
But, whereas Pierce is noted as one of the least enduring Presidents,
Wild ARMs spans three formats with XF being the seventh game in
the series. Okay, okay, fairly loose analogy there - what I'm saying
is that just because it isn't a well-known series doesn't mean it's
not worthy of some distinction. But, while we're on the subject
of history...
Beginning
with one of the first RPGs released on the original PlayStation,
the Wild ARMs series has always been rooted in a world that combines
fantasy magic and monsters with a Wild West theme. Four of the games
are traditional turn-based RPGs, while Wild
ARMs 4 & Wild
ARMs 5 diverge from the path with a unique battle system that
revolves around a hexagon-based map for each encounter. The series
has never really achieved critical acclaim, but nonetheless, each
entry has been solid enough to keep the sequels coming and to amass
a cult following similar to that of the criminally underrated Suikoden
series. So, being a fan, I was eagerly anticipating this latest
installment and hoping that it might shed some limelight on the
Wild ARMs brand. Unfortunately, instead of a breakout, must have
game, we get a slightly above average experience - but hey, at least
it's a step in the right direction.
As
with every game in the series, Wild ARMs XF follows new characters
and a new storyline but still takes place in the series' world of
Filgia. Enter Clarissa Arwin and her companion Felius as they venture
to the battered country of Elesius, which they must help liberate
from an evil council that has taken control since the death of the
country's beloved princess. Or, in other words, blah, blah, blah,
whatever. The plot of XF is easily the most contrived of the series
and sadly it also leans away from the Wild West theme - one of the
more distinguishing elements of previous titles - in favor of more
traditional fantasy designs, which is a bummer, because it invites
unwanted competition from other stellar PSP strategy RPGs like Final
Fantasy Tactics: War of the Lions and Jeanne
d'Arc. And in the face of these two genre giants, XF has a lot
of catching up to do.
The
greatest strength of XF comes in the form of its hex-based battle
maps, which feel much more at home in the SRPG format than in the
traditional formula of Wild ARMs 4 & 5. Replacing the genre's common
square-based grids with a hexagonal system allows for a much wider
potential of strategic gameplay, but unfortunately it doesn't quite
reach that potential. The game's maps are generally very large and
the terrain features quite a range of height. When scanning a map
in pre-battle the strategies seem endless, but more often then not
there aren't enough enemies to utilize even half of the map. What's
more frustrating is that in virtually all of the storyline battles,
there are awful, mandatory objectives that prohibit you from accomplishing
the goal as you see fit. In one battle you have to simply get each
of your characters from one end of the map to the other in ninety-nine
turns but you only face a handful of enemies, so it's merely a tedious
exercise in selecting and moving your troops. Other maps have you
using only two of your characters in stealth missions where you
can't stop in an enemy's line of sight. Yes, it may be different
- an attempt to think outside the box as far as SRPGs go - but that
doesn't necessarily mean that it's fun. Outside of the storyline
you can engage in a random battle map whenever you choose and these
battles, in which your only objective is to eliminate the enemy,
are entertaining to a large degree. When you're lucky enough to
get five or six enemies on a map (they're randomly generated and
always lean towards less though), setting up choke points with up
to six of your own fighters, the game shines in all its hexagonal
glory.
One
of the biggest draws for an SRPG is job classes; leveling your characters
while learning tons of skills to create your own unique band of
warriors is good fun however you look at it, unless the job classes
just don't do it for you. Sadly, XF's didn't do it for me. They
are unique and well balanced, but the class abilities are mostly
passive, only triggered through specific occurrences, and even then
some abilities only increase the chances of actions, like a counter
attack, by a small margin. For the majority of the game, the better
part of my army used the standard "fight" command as opposed to
any specials they learned through a class - and it seemed that my
troops missed an awful lot of their attacks. Toss in the fact that
you can't choose which class abilities you learn - you simply learn
them in the order they're listed after gaining the necessary amount
of CSP (Class Skill Points) - and the customization of your army
is borderline non-existent. This means that if you want to learn
a high level ability of the Geomancer class, you've got to keep
a character in that class for a long time. With that being said,
in theory you've got to have at least one character master at least
one class, just so you can sample the different abilities to configure
your best class skill options. As a result, I didn't change any
of my characters' classes until halfway through the game, which
made it a bit on the boring side. It also means that you'll have
to put in a lot more time outside the main quest to learn all the
skills in each class. If you do devote enough time to learning
the different class abilities then you can have quite the powerhouse
if you use haste and boost spells efficiently, but with the main
quest paling in comparison to random encounters, it sort of borders
on pointless.
On
the more auxiliary side of things, there is an item creation mode.
While not engaged in storyline battles you have the option to send
a number of troops to any location on the map. After you fight a
few battles they return with a number of different items that serve
as raw materials for item synthesis. Oddly, the item creation doesn't
become an option until some eight to ten hours into the game, but
once you gain access to it, it's extremely lame. You can only craft
items and weapons that are already available in town stores and
while they're a bit cheaper, it's just not an efficient use of your
time to get items this way, especially since you'll be fighting
a lot of battles and consequently receiving large sums of cash.
The item synthesis feels tacked on to make the gameplay seem a little
less thin.
XF
is undeniably polished in the graphics department; the colors are
rich and the character designs, though undeniably Japanese, are
solid, while the hand-drawn over-world map is a thing of beauty
and the spell effects are vibrant if a little generic. But the graphics
are a double-edged sword as far as presentation is concerned. You
know that really hot sorority chick on campus? You know how she's
really hot, until she "like" starts "like" talking and then your
I.Q. plummets like a rock in water? Well, that's exactly what happens
when the cut scenes unfold in XF; the dialogue was so ludicrous
at times that I moaned out loud just to drown it out. Sure, it's
easier to turn the sound off, but I didn't think of that until just
now. More than once I was pondering whether adults actually penned
this script; it's one terrible motivational speech after another
and only gets worse before the end.
While
this is the worst aspect of the sound, the music and sound effects
aren't great. The music is generally grating on the ears, although
the new version of the original Wild ARMs theme song, the one with
the whistle, is worth the price of admission - at least for a nostalgic
fan. The sound effects of battle can quickly become repetitive,
especially when you're faced with four of the same enemy who each
use the same spell one after another, and those motivational speeches
also carry over to encounters as battle cries, which, if heard in
real battle, would only make soldiers ashamed to follow anyone capable
of such moronic declarations.
Despite
the many problems with Wild ARMs XF, I'm impressed by what X-Seed
has produced, from a gameplay standpoint at least. Strategy RPGs
and the balance they require are not the easiest of games to produce,
but Wild ARMs XF, though a bit weak in customization, has its merits.
The hex-grid is not only the star of this game, but it furthers
the genre and hopefully future SRPG developers will take note. Ever
an underdog series in the face of Final Fantasy and its triple-A
ilk, Wild ARMs has always come back swinging. Although this latest
game is only one rung above average, with some tweaks to the classes,
a deeper, more fleshed out story and a journey back to its Wild
West roots, a sequel to XF could be quite the contender.
Reviewed by Scott R. Schmidt for AceGamez (All Rights Reserved).
|