Friday, December 21, 2012

Wild Arms 5 Review

  • Name: Wild Arms 5  
  • Platform: PS2 
  • Release date: 8/28/2007  
  • Current price: $14.99 
  • Genre: RPG  
  • Publisher: XSEED Games  
  • Developer: Media Vision 
  • Rating: T 
  • Number of local players: 1 (No online multiplayer)

Story:
The story isn't worth talking about for too much. It's got a pretty standard JRPG story: A young kid is somehow tasked with saving the world from an evil society. He makes many friendships and rivalries along the way. The story of Wild Arms 5 is by the books, but that doesn't mean it's bad. But it won't win any awards for its story.


The game is very story driven, there are plenty of cutscenes and the voice acting is pretty good. It's believable. Making cutscenes entertaining to watch. Despite being by the books, the setting and theme of Wild Arms 5 is very interesting. Learning about the world of Filgaia is a good experience.

Graphics/Presentation:
The game is very polished. The graphics are smooth, detailed and technically impressive, especially for the PS2.

What else is there to say about the graphics?

The atmosphere of the game is also incredible. The game has an incredible soundtrack that reminiscent of the wild west. The character design is also really good in the same way.



Gameplay:
Wild Arms 5 (4 as well) by far has the most intuitive turn-based battle system I've ever played. (With Grandia coming in a close second)

Like most other JRPGs, the combat is a huge part of the game. And that's where Wild Arms 5 shines. The way the combat works is that the battle field is divided up into seven hexagonal regions, and you're allowed to have up to three characters on the field at a time. Characters are allowed to move into any other adjacent space as long as no enemy is in said space. You have to take positioning and spacing into account.

And whenever you heal allies, attack enemies, get poisoned by an attack or get a debuff that lowers your defense, the characters themselves are technically not being directly affected. It's the hex they're standing in that gets affected. For example, if you want to attack a certain enemy, if there are other enemies in the same hex, they'll also receive damage. Or when you lower an enemies defense, they can move to a different hex and no longer have their defense lowered. But anyone who moves into that hex will have their defenses lowered.



This is unlike any turn-based combat system I've ever played. I really like it. It's because knowing the enemies weaknesses and attack patterns isn't enough. You also need to take positioning into account. Having an organized battle field to move around in adds a really nice dynamic. Using hexes instead of a standard grid is also very innovative. This way you have to take more into account because enemies can attack you from multiple sides.

The verdict:
Wild Arms 5 is a very innovative and intuitive RPG. You'll have loads of fun with the dynamic combat system. Sometimes I find myself running around aimlessly looking for random encounters.

9/10

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