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From
Contrail and Sony comes the next entry into the Wild Arms series.
Wild Arms 2nd Ignition is the sequel to the first
major domestic RPG released for the PlayStation.
The new chapter builds on the strengths of the original and
continues the unique style of Contrail games.
Wild
Arms 2 is again set in the western-style world of Filgaia and
focuses on
a new set of three adventurers brought together by chance to save the
world.
The cast includes Ashley Winchester, a member of a musketeer
brigade, who unwittingly becomes part of a dimensional experiment
caused by the mysterious Odessa terrorist organization.
Brad Evans, an ex-soldier turned criminal, and the bumbling
apprentice mage, Lilka Eleniak, soon join him.
Together, they are recruited into the new ARMS (Agile Remote
Mission Squad) unit to counter the plans of Odessa and save Filgaia.
The characters each have unique personalities that are conveyed
through their introductory quest sequences.
Each also has unique skills and weapons that offer a wide range
of customization features adding depth to an otherwise standard combat
system.
Besides
an all-new 3D look, the graphics have not improved much from the
original.
While the environments are more detailed and can be
rotated, the characters themselves have low polygon counts and look
rough.
For some reason, even during the fighting scenes, the characters
are small, which is very different from the close-up shots of the first game.
The enemy animations could have used more detail.
What saves the game from mediocrity is the 3D rotation feature that is a vital
part of navigation and puzzle solving.
Moving the environments around the characters allows the player
to change angles, reveal doorways, other NPCs, and treasure.
It is also a crucial feature in navigation because it’s hard to
run straight without turning the screen into the direction the
character needs to go.
While annoying at first, this feature becomes so commonplace
that it ends up enhancing the gameplay.
There is also more anime in this game besides just the opening
sequence.
What definitely suffered
in the transition between the first game and the sequel is the music.
I thought the intro music in the original Wild Arms was some of the
best and memorable tunes at the time.
This game has relatively disappointing music in comparison that
leaves me wanting more.
There is decent variety in themes between towns and dungeons.
They match
the settings well but are not particularly memorable.
The sound effects do work well during walking and magic casting and
bring some dynamics to the battles.
Wild
Arms 2 excels where it counts: gameplay.
Most of the game takes place between town exploration and
dungeon solving.
The dungeons all have simple puzzles that must be solved using
the characters’ special abilities.
For instance Lilka uses a Fire Rod to light things up. Ashley
uses a knife to hit switches. Brad uses his boots to kick boxes and
walls.
Each character gets 2 more special abilities during the course
of the game, each of which is used to solve more complex puzzles.
You’ll find yourself switching between lead characters
constantly to solve the puzzles.
Each character also has unique weapons and powers that can be
upgraded.
Brad uses heavy artillery and Ashley uses lighter guns that
have several ARMS upgrade levels.
Use of these guns requires bullets that must be replenished with
items or at ARMS shops.
Lilka, on the other hand, is the mage and as such is the only
one to use magic.
As in the last game, the player must collect crests to create
unique magic combinations.
The one feature that makes this game really easy is the fact
that you get your magic points (FP) replenished every time the
character does an action or gets hit.
For all practical purposes, during battle you can’t run out of
magic points.
While for some players, this feature will take away from the
challenge; I think it lets you focus on the puzzles rather then
endless combat.
Even better is the ability to avoid combat at will by pressing
a button when a white exclamation point appears over the character’s
head.
Rather then building-up stats to survive the battles, the
player can focus on exploration and puzzle solving without annoying
battles every other step.
Characters can equip summoned monsters ala
Final Fantasy.
At first, these just give a simple offensive or defensive magic
but later, as force abilities increase, you can actually summon for more
powerful attacks.
These options give a larger variety to combat then just simple
attack/magic/item/defend options.
The best use comes during boss battles when you have the chance
to whip out your best attacks.
What is unique here is each boss has body parts that can be
defeated separately for extra experience points or to eliminate the
boss special attacks.
It’s an interesting twist to an otherwise easy target.
Finally I really liked the overworld map gameplay.
Instead of traveling from town to town, everything is hidden.
The player must use a sonar-like function to reveal towns,
dungeons, money, and even hidden items scattered all over the
overworld map.
A nifty compass point guides your travels as you search every
nook and cranny of the environment for all kinds of rewards.
Overall
Wild Arms 2 is the best RPG offered by Sony's software division so far this year and as
such should not be missed.
Fun and deep gameplay, a decent story, and lots of
customization features round out a winner.
Like its predecessor was in 1997, it promises to be an introduction for the
best year for RPGs on the PlayStation yet!
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