Things aren't exactly rosey
in the RPG-hub of Dreamcast Land, both in America and Japan, so I've been
forced to turn to the
PlayStation for the time
being to satisfy my unquenchable RPG needs (looks like this is going to
last until some time next year).
The latest in the ever-unending
series of PlayStation RPGs? The Japanese version of Wild Arms 2nd Ignition.
Who am I? Why,
none-other-than Noop-Doggie-Dog
. . . aka Anoop (yes, that's my real name), the RPG/Sega/obscure-Japanese-game/Treasure
correspondent here at IGN.
The original Wild Arms made
an appearance in 1997 as one of the first RPGs on the American PlayStation,
preceding the release
of Final Fantasy VII by
a little more than three months. Sporting 2D overhead visuals, a simple
battle system, and little in the way
of frills, the Media Works
title didn't do as much as the Square title for selling the whole RPG thing
on the American gaming public.
Still, there were certainly
a few niceties, including a memorable soundtrack, one of the finest intros
yet seen in a game (I just can't
stop watching this masterpiece!),
some action-RPG style puzzle elements to the dungeon sections, a Western
theme (although it
was occasionally forgotten),
and polygonal battle scenes.
Media Works, now apparently
operating under the name Contrail, is back at the helm of this new sequel.
After an initial play-test
of the import, it seems
quite clear what we're getting in the new title: everything good from the
first one, along with a few added
features to bring the game
up to the requirements of most modern-day gamers.
The greatest addition to
the game comes in the form of a brand new graphics engine, featuring a
fully polygonal world for everything,
including the towns, overworld
map, and dungeons. The characters are sprites, so it would perhaps be best
to describe the graphics
as being similar to Grandia,
although the overall graphics for the world in the Gamearts masterpiece
are overall cleaner, free of the
warping and polygon seams
present in Wild Arms 2. Wild Arms 2 does have the advantage of a fully
lit world, along with greater
animation on the characters.
Also everything seems to move at somewhere around 30 frames per second,
and the world is, like in
Grandia, fully rotate-able
through the use of the shoulder buttons.
Other than this significant
change to the graphics, Wild Arms 2 seems to be the original with new characters
and a new story. Like
the first game, we're treated
to three main playable characters who adventure at times apart and at times
together through the land
of Filgaia. Replacing the
Rudy, Jack, and Cecilia are, respectively, Ashley Winchester, Brad Evans,
and Riruka Eleniaku. Ashley is
a soldier in some sort of
mercenary force (my crappy Japanese skills prevent me from reading the
particular grouping of Kanji that
classify the group of which
he's a member) who can use, throughout the dungeon/puzzle sections, a knife,
item radar, and gun.
Brad (I don't like this
name) is a wanderer who can wield a pair of boots which can break through
barriers, a bomb, and an ice hammer
of some sort. Finally, Riruka
(who, it must be said, is nothing like Cecilia from the first game), is
a young sorceress in training, who
wields a variety of magic
rods. The characters are presented throughout in animation style, minus
the big heads of the first game.
You start off your adventure
similar in style to the first title, by taking control of each character
individually on their sole mini quests.
Ashley's quest involves
your going through a dungeon, using your knife to unlock doors. Riruka's
quest involves your using a fire rod
to solve what's called the
Millennium Puzzle, a tricky (and lengthy) set of puzzles apparently brought
upon you by your older sister.
Brad starts off in hiding
from a group who seems to be pursuing him. As you go through his mini quest,
you'll encounter a tiny canine
companion (who reminds me
an awful lot of Jack's hamster from part 1), and utilize your boots to
work your way out of the forest enclosure,
and into the game's overhead
map. All of these mini quests end in a boss fight of some sort, and can
be done in any order; you choose
at the game's outset. Once
these quests are done, the game proper begins, and the characters eventually
meet up (although, I should
probably avoid revealing
anything further, for fear of breaking that ancient RPG code of not revealing
too much about the game's storyline).
The battles throughout all
the adventuring are, once again, fully 3D, complete with the same icon-based
interface found in the first game
(the icons are even the
same!). The characters now have, in addition to HP meters, an FP meter
of some sort, which seems to function
as a sort of special move
meter. The FP meter starts low at the beginning of all battles, and fills
up gradually as you strike opponents or
are yourself the recipient
of a blow. When the FP meter reaches a high-enough number, you're given
access to an attack option featuring
special moves, including
attacks similar to the ARMs-based moves from part 1. The battle encounters
are themselves achieved through
random encounters, although
the game uses icons to warn you a moment beforehand that you're about to
be attacked. I personally despise
random battles, and the
problem is compounded by the fact that they occur just a bit too often
in Wild Arms 2, especially in the overworld
map. Still, this is an issue
that's been debated to death, so love it or hate it, you're gonna have
to live with it if you want to play the game.
Other elements manage to
remain similar in nature to part 1. The music is, once again, very catchy,
and similar in style to part 1. The
game's intro isn't near
the level of perfection of the first game (then again, what intro is?),
but it is itself composed of high quality animation,
complete with a vocal track
(the vocal track and bits of the animation can be heard and seen in the
video below). Being as the game is two
disks, and lacks any voice
acting throughout the main game, we can probably expect animation to be
strewn about here and there - a
welcome feature over part
1, which featured animation only at the beginning.
Given that Sony seems to
be diligent about bringing just about every role playing game to America
(please follow the friggin' example, Sega),
I have a feeling that we'll
be seeing Wild Arms 2nd Ignition some time next year, as the perfect companion
to Enix's Dragon Quest VII. Expect
more details on the game
when the U.S. version is announced.
-- Anoop
""Wild Hands"" Gantayat, IGNDC |