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Game Info
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| Platform(s) |
| Playstation 2 |
| Publisher |
| SCEA |
| Developer |
| Media. Vision |
| Genre |
| RPG |
| Official
Website |
| ESRB
Rating |
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| Mild Violence |
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Grade
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| The Good
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Wild West theme is a nice change
Great music
Puzzle dungeons add a change of pace
Gimel coin save system is great
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| The Bad
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Fairly linear
Towns could benefit from being bigger
Search system on world map is tedious
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Virginia, Clive, Jet and Gallows are all Drifters who manage
to end up on the same train at the same time. In the world
of Filgaia, Drifters are wandering mercenaries that help out
townsfolk, performing dangerous tasks for a fee. The four
Drifters end up on the train, which is carrying one of the
four Ark Scepters. While they have nothing in common, the
four Drifters remain together through a series of events that
gels them together as a team.
Visually, Wild Arms 3 is striking in its difference
from the standard RPG. Rather than staying with the tried
and true "swords and dragons" medieval theme, Wild
Arms 3 is set in a world not unlike the wild west, where
everyone is equipped with guns rather than blades. This same
design style carries over to menu and text design. While towns
and technology manage to retain this design, most of the dungeons
still look a lot like the standard RPG dungeon in concept.
On top of the unique design is the fact that the game's characters
and enemies are cel-shaded, which adds a striking contrast
to the polygonal environments. Both monster and character
designs are nicely done and the look of the environments have
a good bit of detail. Unlike some games, Wild Arms 3
feels like a living world with lots of environmental detail.
Probably the only thing that holds back the "living world"
feel of the game is that fact that most towns are really small
in size and only have a small handful of people walking around.
The gameplay behind Wild Arms 3 is your standard stuff,
but with more than enough tweaks here and there to keep it
from feeling stale. On the world map, players must hit the
Square button to send out waves to locate new towns and dungeons.
But, before you go aimlessly wandering about, you'll need
to speak to people in the last town you were in to get clues
about where to go next. While there are just only a handful
of people in each town, you'll come to find that having to
ask around before going anywhere just to further the story
can get old. And, searching on the world map can become a
tiresome chore of walking a few steps, hitting the Square
button and walking some more until the new location materializes
before you.
Once you do find a dungeon, you'll be pleased to find that
most involve at least a small degree of puzzle solving. Each
character has Tools (dropping bombs, throwing boomerangs to
turn on switches) that they can equip to use in the dungeons
to unlock doors. And from time to time while you're walking
around, an exclamation point will pop up, warning you of an
imminent random attack. You can hit the Circle button to escape
battles, which will deplete your Migrant gauge. This gauge
is limited and can be refilled through battle or white crystals
found in the dungeon.
Battles are turn-based, where the player inputs actions for
his side and then lets the turn play out. While the characters
move around like in Grandia 2,
you'll find that this battle system is just a more dynamic
looking version of your standard turn based combat. Once you
equip Guardians(not unlike Final
Fantasy 8), your characters can cast magic, but only once
their FP gauge has reached a certain level. To go along with
this are Force moves, which include character-specific moves,
including sharpshooting and summoning the Guardians. Using
Force moves drains points from the FP gauge. These same Guardians
also give each character augmented abilities that can be customized.
One of the nicest touches I found in the game is the use
of Gimel Coins to save. You can use these coins to save anywhere,
but they become depleted through use. Luckily, you can find
them by defeating enemies or talking to people. Instead of
being forced to find a save point, you can save at any point
in the game, which is a nice touch for those who find the
hunt for save points a tedious part of most RPGs.
Audiowise, Wild Arms 3 is fairly good. While there
is no voice acting, the thematic music more than makes up
for it. Most of the music is fairly catchy, so much so that
you may end up humming along with it. Sound effects are your
standard fare - they aren't overly spectacular, but hold their
own.
Along with what was previously stated, the one thing that
I really found to be a drawback with Wild Arms 3 was
the noticeably linear way the game plays out. Unless you talk
to someone, you won't know where you need to go and you can't
accidentally end up somewhere prematurely. On top of that,
you'll rarely want or need to return to previously visited
towns except when the story dictates. Also, I found the dash
ability (holding X to run in a straight line) an unnecessarily
cumbersome aspect to moving around in dungeons or on the world
map.
I would have to say that Wild Arms 3, while not perfect,
is a fine RPG that fans of the genre should check out. If
either the wild west theme or cel-shading turns you off, you
may want to skip this title, but everyone else will be pleased
with the trip through.
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- Kinderfeld
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