Apr 18, 2008, 07:41 PM
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#1 of 11
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What is so great about Wild ARMs?
Wild ARMs is truely classic, retaining many familiar rpg conventions in various guises. At the same time, it's somewhat innovative, bringing many fresh new perspectives together that both, at the time and now, still are hard to replicate effectively and enjoyably. While the general concepts carry across from game to game, the original is the best one to look at as the benchmark.
The gimmick for this game and the rest of the series is the whole motif of "The Wild West", although I'd honestly have to say that this is given a backseat throughout. Most people are reluctant and get turned off when they hear that concept, so really it's an rpg with tinges of that motif. The standard rpg fare includes the hp, mp, magic, skills, and all that. The unique factor battle-wise in Wild ARMs is the force gauge, which is basically a free set of extra character-dependent skills that turn out to be quite versatile, proportional to the duration of each battle.
The real beauty lies in all the small factors which, although they may now be more commonplace in games, they are intertwined so well in Wild ARMs that you really get a mix of the old and the new at the same time. Immediately from the start, it takes a good 30 minutes to an hour to unite all the would-be members of your world-saving team together. In this time, you get a solid preliminary backstory of each character's personalities, battle tendencies, etc. Each member can use a tool unique to them for puzzle-solving purposes in dungeons. Cecilia is able to craft her own spells right from the start (about half), and you are able to name all of your spells to your liking, a feature that's not exactly overused nowadays. Rudy's ARMs are upgradable so you can focus on the ones you like. Of course, some are clearly more effective than others over the long run, but that's discovered through a bit of risk and reward and personal gella exploration. Jack is fast, powerful, and has decent stats elsewhere, definitely not confined to be a pure power/speed type.
You meet several memorable characters in your quest such as the haphazard, but likeable Calamity Jane, and the bumbling evil minion, Zed. Your characters genuinely grow emotionally and over come their own personal obstacles, realizing the greater goal. It may sound cheesy or contrived but it's definitely there and waiting to be explored. You can have fun by dashing into walls, breaking crates, or bumping into people just for kicks. Your transportation methods are phased throughout the story and you eventually start to explore the vast world beyond the sheltered continent you start off on. You encounter various golems throughout the quest and learn the secrets behind their legendary status and importance. There are a couple of major plot twists and some nasty surprises throughout. Best of all, you just plain save the world, with good reason.
Jam it back in, in the dark.
Last edited by Summonmaster; Apr 18, 2008 at 07:45 PM.
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