Wild Arms: Game Review

Wild Arms is an RPG released by SCEI in 96 December for the Playstation.

The player's party consists of three characters. Rody fights with swords and "ancient firearms" such as guns and rocket launchers (with ammo limits, and are improved by spending money). Zak has high attack strength with his sword, and use "quick-draw" sword techniques (which cost MPs). Cecilia uses magic (which costs MPs; you find "crestograph" items on which to write spells. You can choose spells freely in magic guilds in towns.)

As you can see, the game is set in a world with both science and magic. There is some faint smell of the "western cowboy" mood. There are also large fighting robots called Golems, remnants of an ancient civilization.

The story seems strangely familiar: there was an ancient civilization, overrun by a race of powerful demons. The demons are a reviving threat to the current civilization. The three characters meet by chance, travel together, and eventually rid the planet of that threat.

Wild Arms has everything you want in a typical RPG: there is the usual setting and flow of story, there is auto-battle, there are puzzles in dungeons (similar to Estpolis/Lufia) and sometimes you split your party (similar to FF5 or 6), and there are extra optional dungeons and strong optional bosses guarding powerful items. The battle and character development system is done reasonably well: for example, you can choose which spells to carry along, and there is a way to burn excess cash. The game balance is, for the most part, easy, except that one may occasionally get stuck at one puzzle or another. The graphics are rather pleasant, as long as one doesn't hate the SD characters in battles. The music is pretty good. The game is reasonably long, too.

Wild Arms should be satisfactory for 'general' RPG-lovers, as long as one is not tired of orthodox RPGs. Being comfortable to play and easily, lightly enjoyable, it is also a good introductory RPG. However, for an experienced player who is tired of orthodox RPGs, expecially orthodox RPG combat, that's another matter. Yes, there is auto-combat - but why have combat at all in the first place, if the player doesn't want to play through it?


back

back to home

Alan Kwan / tarot@netvigator.com / created 2 Jun 97