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From Software's Enchanted Arms is easily the most contested RPG
to be released this year, maybe even the past few years. Japanese
press and gamers met the game with close to the same reception they
have given the Xbox 360 - chilled. Seeing something special, and
profitable that was missed in the homeland release, publisher Ubisoft
went forth to localize the game for the U.S. and Europe. History
seemed to be repeating itself as reviews for Ubisoft's version came
in with scores of average to slightly above average, some complaining
about its over-reliance on RPG clichés. Yet gamers were undaunted
by the lackluster reviews and bought the game anyway, getting it
into the top twenty selling games in the U.S. for the month of September,
at spot 19. Not only did many thoroughly enjoy the game but found
criticism of its cliché elements overexaggerated and preposterous.
Now
it's my turn and let me be honest - this is the hardest review I
have ever written. Usually, upon playing a game, I know how I feel
about it with little doubt - but not this time. I have never played
a game like Enchanted Arms, a game that has me eating out of its
hands one moment, scoffing in frustration or sighing in disappointment
the next. But this is not because From Software developed a Japanese-style
RPG that relies heavily on the genre's clichés; that's expected,
to a certain extent, from any game in the genre. What does end up
downgrading the experience is From Software's inability to properly
reinterpret the clichés. It may be a fun game that teases at the
possibility of next generation RPGs to come, but much like the original
Wild Arms game on the PlayStation, it will not be long before a
better title overshadows it and many forget its muddled existence.
Let me make one thing clear before we move on - I had fun playing
this game, all 35 hours I put into it, so don't write this review
off as just another reviewer slinging mud at a poor, defenseless
game, because it does have huge flaws and is also far from defenseless
- just because you tolerate something doesn't mean it can't piss
you off.
Enchanted
Arms opens with a beautiful but pointless cut scene. Graphically
speaking, the stunningly rendered icy backdrop and supremely detailed
character models really set the tone for what a next-gen RPG should
look like. Running in 1080i on my plasma HDTV had the game looking
jaw-droppingly phenomenal; this is why I bought this TV. Though
the English voiceovers are far from spectacular, they are decent
enough to not turn them off - at this point. It seems that From
Software is trying to use the flashback device to start their game
off with action before bombarding the player with a slow moving
story, wasting little time dipping into one of RPG's biggest clichés.
Unfortunately, the full scene is replayed at the end of the first
hour or two, with only a little more context and details. The game
would have been far better off ditching the flashback idea altogether,
as it does little to strengthen the beginning. Once you reach the
scene for the second time, the main parts have been revealed and
what should be engaging and full of tension simply isn't, because
we already know how this scene ends. I was left feeling like I could
be in for the video game version of Groundhog Day but without
Bill Murray and without being funny.
In
the middle of this short story sequence, players are thrown into
a boss battle where they are supposed to not only assume how to
control the battle system but figure out they have no way of winning
- all based on, well, pure assumption. Any RPG veteran should have
little trouble realizing what they are doing in a minute or two,
but it could prove daunting to the less experienced. The game basically
says, "here is our new fighting system, here's a boss - you figure
it out. What, you want some sort of direction or tutorial? We actually
do have a complete, in-depth tutorial for you - but you can't have
until after the battle!"
Once
the flashback is underway, we are given a proper introduction to
the story's protagonists, three young male Enchanters (a.k.a. magic
users) from Yokohama City: Atsuma, Toya and Makoto. Atsuma has this
one-of-a-kind right arm that is able to disable enchants on touch,
which has his professor salivating and the entire school freaked
out. Instead of paying attention in class, maybe learning about
his arm, he usually can be found asleep, if he shows up at all.
His best friend and at times parent-like figure, is the school's
most popular kid, Toya. He is essentially that ultimate mixture
of jock and valedictorian, a mix of the animé Fruits Basket's main
characters, Yuki and Kyo, taking the former's boyish good looks
and intellect and mixing it with the latter's athletic prowess and
loyalty. Rounding out the initial party is Makoto, the blond bombshell
whose adoration for Toya goes far beyond platonic, even though Toya
doesn't seem to feel the same. He is a master of cooking, fashion,
being overprotective of Toya and annoying the holy hell out of Atsuma.
I can't remember ever playing a game with an overtly gay character
before and while he is a bit too cliché, it's nice to see a central
character of a different sexual persuasion.
Soon,
after a set of not so coincidental events, the three boys awaken
an ancient evil that's bent on destroying the world as they know
it, kick starting the main story. For the remainder of the game
the story continues to flows nicely, weaving an intriguing story.
Atsuma, who becomes the main protagonist, easily becomes an endearing
fellow. His personal growth throughout the game, including jumping
over some very difficult hurdles, gives the story a touch of humanity
that, if left unaddressed, can so easily derail the emotional pull
of an RPG. Though his supporting cast appear on the surface to fall
quickly into clichéd ruts, their strong character development pushes
them past that, especially Raigar and Yuki. Being able to collect
and use your enemies, called golems, is a nice addition, but they
only affect the story indirectly.
All
is not right in story world though. As I said before, the story
opens with an excellent voiced cut scene, much like we have become
accustomed to during the PS2 days - just with superior graphics.
The next part, set in the enchanting school, takes a different turn.
Fully animated character portraits, two at a time sharing the screen
50/50, are placed atop of the background of a classroom, while the
story is both spoken and displayed as text. It works just fine in
the classroom and at first I was thinking this was just a tactic
used for this specific situation. I was dead wrong. This ends up
becoming the overwhelming preference for storytelling, taking a
huge step back from what has become the established norm and severely
hurting the narrative. Characters have only a small selection of
expressions to utilize - hardly enough to cover the near endless
range of emotions that we possess. Characters that have large outfits,
such as Raigar and Karin, don't always fit in the screen and have
their bodies cut off at the invisible middle.
When
there actually is a cut scene, or an even rarer - though no less
amazing - CGI movie, it feels more like a tease than a treat. Though
the cut scenes lack the professional polish that the big companies
can liberally dose on their cut scenes, they do the job, something
the talking-heads-approach can't say. There really is no excuse
for this huge step back in storytelling and I can only assume From
Software chose to do this to cut down on development time and/or
cost. Had they not gone this way, I could have easily added a full
point to my total score, maybe two. But alas this wasn't to be.
My
second story-related complaint is in regards to Ubisoft's choices
for the English voice actors. If I were to use one word, I would
use "yikes". Do I dare ask where these people were found? Who was
directing them as well, letting Atsuma's voice actor blatantly mispronounce
Japanese words? I would continue my verbal onslaught had they not
included the option to use the original Japanese voice track instead.
The difference is night and day, as the highly skilled Japanese
cast, full of veterans of the animé circuit, bring each character
to life with ease, passion and professionalism. Not only that, but
it sounds as if the Japanese voice track was recorded in its entirety,
then broken into pieces to fit with the text, giving them a natural
flow the robotic English track lacks. Though unlike with a subtitled
movie, the subtitles were not adapted from the Japanese track, creating
some minor discrepancies. But that is a small complaint for an otherwise
spectacular, story saving option.
Unfortunately,
the sound troubles do not end there. This game houses one of the
worst RPG soundtracks of all time. Yes, I do realize the implications
of my statement and yes I have played more than my share of RPGs.
Nearly the entire soundtrack is full of songs that can be either
filed under uninspired, background filler or terrible. Far too many
of these songs are very short, making their non-stop looping feel
like a pack of squirrels are gnawing your ears away. The theme song
for the Resistance's base, with its out of tune instruments, had
me sobbing the entire time I was there. That sad excuse for a song
dropped the sound score two points all by itself (not really, but
I really, really wanted to). The sound effects are great, drawing
no complaints from me other than sometimes they don't exist, such
as when running atop of water. Where's my splish splash dammit?
After
reading my polarized feelings on both the story and sound, it should
come as no surprise that I can't shake this theme when it comes
to the graphics. The best way I can describe my feelings on the
graphics is by saying this: go to almost any non-dungeon area of
this game, pull the camera out as far as it will go and step back
from the controller. Chances are pretty high you'll look at the
game's 3D rendered, no draw landscapes and say "wow," especially
if you are playing on an HDTV. London City with its gigantic, historic
buildings; on the bridge leading to the abandon castle used by the
Resistance, which is on a lake and surrounded by mountains; walking
towards the Ice Queen's enormous shiny ice palace, every single
one of these look magnificent. Character models are incredibly detailed,
especially Karin's dressy outfit and Raigar's knight garb, though
his cape falls into his body after every battle. They have very
natural skin and hair, authentic clothing and watching them breath
and speak will do an excellent job of getting players to believe
in the power of the Xbox 360. Water, though it moves abnormally
fast, is realistic and beautiful, like you could reach out and feel
its cool touch. There are so many amazing graphical moments when
you aren't moving that it's hard to keep track.
Did
you notice that key phrase, "when you aren't moving," that I used?
Not there by accident, I assure you. As you move close to many of
the parts and objects in these landscapes, especially in areas heavy
with vegetation, the textures begin to blur horribly. PS2 horribly.
Grass pixels upon closer inspection, rock faces become brown blurs
and buildings take on a gray hazy look. The weird thing is there
are also plenty of areas throughout the game that do not suffer
from bad textures, such as a frozen Yokohama, the inside of London
Castle and inside the Ice Palace. This lead me to feel like this
game started on a current-gen system just to receive a next-gen
port that had to be prettied up, though that's not the case (that
I know of).
Backgrounds
are not the only thing with wonky graphical problems. Flowers, plants
and trees are static and poorly rendered, not like the living plant
life in Elder
Scrolls IV: Oblivion. Atsuma's dog Kohta is rendered so badly,
with such lifeless textures and uncanine-like movements that all
I could do was laugh at the poor mutt. At least his bark sounded
real. Lighting effects go crazy at random angles, either bleaching
out portions of the environment or making things such as buildings
and rocks look like they're coated in tinfoil. And it's not just
a few places that this happens; it's the majority of areas that
suffer under blurry textures and haywire lighting that had me having
to look down to make sure I was still playing on my Xbox 360.
You're
probably thinking at this point: "can he talk about anything involving
this game and not bash it?" Why yes I can…can't I? If there was
to be a part like that, it would be the battle system. Combining
aspects of both strategy and menu-based RPGs, From Software has
crafted a fun and effective way to beat baddies senseless. Battles
are all random, except for boss battles and golem-capturing battles,
where the enemy can be plainly seen before going into battle. Once
you enter a battle, each side receives a 5 x 3 square grid with
their characters randomly placed upon it. Each character can move
a certain amount of spaces before choosing an action, all of which
also have a set range. Each character's move set is fully customizable,
with plenty of choices for the main characters (not so much when
it comes to golems).
One
of six elements is assigned to every character - good and bad -
running the usual gauntlet of fire, water, dark and so on. Obviously
taking advantage of elemental opposites is one of the keys to victory.
Once all the orders have been given, the entire team acts in a row,
then their turn ends and the other side gets their chance. Character
attacks can become quite extravagate, taking up the entire screen
to show off their fancy firepower. While you can't skip any these,
or any other battle animations, you can hold the Y button to speed
them all up, which I found myself using doing in every single battle.
If an attack character has a full combo meter they link their attacks
to deal extra damage but you can't save these combos for the right
time, as it happens automatically, which hurts its usefulness a
bit.
After
each successful battle your characters gain the usual currency,
items and experience but they also lose vitality points or VP. These
points, refillable at any save point, refill your character's HP
and MP to full after every single battle. At first I found this
to be a damper on the difficulty of the game, but quickly warmed
up to it as it allowed me to hold nothing back for every single
battle with no worrying about healing after every single battle
or if I had enough healing items. I only had to worry about kicking
butt!
Now,
did I give you false hope into thinking the battle system would
pass by scratch-free? Sorry, not so fast. There are two mild drawbacks
- the inability to enter the other side's grid, as well as the inability
to independently give each character orders. If a character bites
the dust, they stay on the battlefield for three turns before disappearing.
The problem is, you cannot occupy their space until they are gone.
So if a large golem bites the dust, taking up a 2 x 2 square of
the 4 x 3, it can be very hard to attack around it, regardless of
which side it has fallen on. The other complaint, the inability
to give each character orders independently, isn't as detrimental,
but it's still a nuisance. You set all the actions in an order,
so if you get to the last character and have to make a change with
the first character, you have to undo everything just to make the
change. The ability to do something like that has existed in strategy
RPGs for countless years and I can imagine no legitimate reason
why it was omitted here.
If
you're looking for a game with legs and lifespan, Enchanted Arms
is for you. On top of a main quest that should take 35 to 45 hours
to complete, you also have the golem collection to complete and
items and weapons to earn and discover, easily adding another 10
hours. Not enough for you? Try your hand at the online mode, where
you take your custom party online to duke it out against other custom
parties. Just don't try online until you finish the game, unless
you like handing out wins to other people like Halloween candy.
I
know I've came down hard on this game, sometimes extremely hard.
However, if you notice my overall score, I still gave a 7. That's
a totally solid score that deserves attention because, despite all
of Enchanted Arms' shortcomings and problems, I still enjoyed every
minute within the world. What I see here is a great first step for
From Software and the Enchanted Arms world. Never mind the PS3 port,
I want to see where they take the series from here because this
is a solid start to what could become a budding franchise. Hell,
look at the Shadow
Hearts franchise. The first game was a lot worse than this game
and now that is one of my favorite RPG series to come out in quite
a long while. Let us meet again, Enchanted Arms.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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