Memories of games gone by In days of yore, console role-playing games were a niche market. Only a mere smattering of them were released stateside, and fans had a substantial wait between titles, often entire lifetimes. In fact, whole religions sprang up regarding how one should play a particular game. If you played Final Fantasy III well for your whole life, making sure to save Shadow and not use the cheap Vanish-X-Zone trick to kill any of the bosses, when you died you got to play Chrono Trigger for all eternity. If you played poorly, you were forced to endure the torments of the Secret of Evermore. [A surprising number of people converted. Apparently, having to play Secret of Evermore was still a step above burning in hell. - ed.]
All this changed, though, with the release of Final Fantasy VII. Suddenly RPGs were no longer made up of generic fantasy landscapes populated by squat, ugly sprites walking endlessly in place and spouting poorly translated lines about friendship and love. No, now RPGs were grim, futuristic dystopias where ragged bands of freedom-fighters battled monolithic corporations for dominance of cities straight out of Blade Runner. RPGs had cutting edge graphics and gorgeous cut-scenes the likes of which had never been seen. Sure, they look like crap now, but at the time they were hotter than that scene in Basic Instinct. You know the one I mean. Final Fantasy VII was dark, gritty, and intense - all things that video-gamers aren't and thus long to pretend to be. It was a huge hit and opened the gates for the flood of RPGs we still enjoy today.
An unfortunate side effect of this was that every other game released around the same time was blown out of the water, which was a shame because there were some other real golden ones that came out in those early days of the Playstation. One such gem was a little game called Wild ARMs. Set in a sort of fantasy-meets-wild-west world called Gaia, the game chronicled the adventures of the drifter Rudy, the treasure-hunter Jack, and the princess Celia, three warriors with very different backgrounds (and secret sexual orientations) brought together by fate to save their dying world. While nowhere near the sprawling epic that Final Fantasy VII was, Wild ARMs had its own distinct style, an interesting, enjoyable cast, and a great soundtrack, all of which combined to make it a moderately successful title. It generated two sequels, both of which were decent games, but neither of which managed to capture the real uniqueness of the original. When I learned that the first Wild ARMs was being remade with a complete graphics and gameplay overhaul, I thought that perhaps the somewhat stagnating series was receiving just the blast of spice it needed to get it back into top Salsa dancing form. Oh how very wrong I was...
It's sort of like that person you used to have a crush on in high school who you saw years later all fat and dumpy Remaking classic games is tricky. Just touch up the graphics and people will complain that you're just trying to re-cash-in on old games. Totally redo the entire thing and people will be threatening to cut your balls off for ruining what made it great. [People are so silly. Balls are essential to a good game design process. Cutting them off is just a sure way of setting us all up for more horrible failures. - ed.] Attempted castration aside, it's especially tough when you're remaking something that wasn't really a classic in the first place, since many people won't have the nostalgia factor necessary to give it a shot. And so for every success like a Rygar you get a... well, you get a Wild ARMs Alter Code F.
At first, I was lulled into a false sense of security by the upbeat, western influenced opening music. It just had that sound of the original, I was sure the game was going to be great. Besides, I thought to myself, it was a swell game in the first place, all they really need to do is touch up the dated graphics, throw in a little extra content, and they can hold on to their balls. My naïveté was boundless. When I finally started the game, I immediately noticed the amazing graphics. Or, to be more accurate, the lack thereof. Sure, the graphics were better than those in the original, but they still weren't really anything a later PSOne title couldn't have done. Having played Final Fantasy X and Dragon Quest VIII, I know how good a well-made PS2 RPG can look, and this is a long, long way from either of those games. Overall the graphics weren't horrible, they just had that sort of generic RPG look to them, except almost all the female faces totally looked like dudes. I'd even go so far as to say they (the graphics, not the female faces!) were a couple steps back from the cell-shaded look of Wild Arms 3, which I thought looked pretty nice.
A little dramatic reenactment
But, hey, I don't play RPGs for the graphics, so I'm sure as soon as I have control of my character I'll - heeeey! What da poop?! Where the heck did he go?! What's that little thingie there?!
For some reason, whenever you have control of your character, the camera zooms way, way out, to the point where he, and any NPCs on screen, look like colorful little stick people. Sure, it's handy for seeing large portions of the map at once, but the tenth time I fell off a cliff because I couldn't tell which direction my guy was facing, I reached the conclusion that I could do with seeing a little less of the map. Once again, this seems like a step back from previous Wild ARMs games which always had just the right balance between seeing what's around you and being able to easily control your character.
How many random encounters does it take to make a Wild ARMs remake tedious? The answer: however many are in this game. [Actually, probably even less than that. They just wanted to make sure they made it REALLY tedious. - ed.]
Somewhat frustrated by the lack of advancement in the graphics department I turned my attention instead to the battle system, an area which was pretty solid in past games. At its core the system is the same as that in the original Wild ARMs but includes all the tweaks made in more recent entries. Encounters are random and upon engaging an enemy the game cuts to a battlefield where your three heroes face their foes. In a familiar scheme, you select each of your characters' actions from the menu and they and the enemy take turns performing actions depending on each character's speed rating, until everyone has acted. As the battle progresses your characters' energy gauges fill, giving them access to special actions. One interesting addition is that this time around, you may have more than three characters with you at a time. Only the three characters in the front participate in the battle, but you can switch characters in and out of the front each turn without wasting an action. While this is neat, most of the new playable characters feel somewhat tacked on, with their skill set not seeming nearly as complex or appropriate as the three from the original game. Once you've defeated your enemies, experience is awarded with some bonuses going to characters who landed more blows or were struck more frequently. Then you might get to walk another two feet before being attacked again.
Resident Evil Regretfully, Wild ARMs suffers from a disease that has plagued console RPGs since the days of the original Dragon Warrior: too many random encounters. The original Wild ARMs had a lot of random encounters, but it felt like this version had even more. Thankfully the game incorporates the Migrant System from the previous games - a gauge which allows you to avoid random encounters by pressing a button the split second before they occur, as signaled by an exclamation point over your character's head. Of course, this consumes a certain amount of points, and the only way to refill the gauge is to fight or pick up the white crystals scattered about on the dungeon floor, so you can't just avoid all the random encounters. This is a real shame, as the battles run a close second to public access television programs in the excitement department. Most dungeons contain only three or four different types of generic, boring looking enemies who only have two or three different types of moves. Your own characters don't have much to answer with either, as they can either slap at enemies with futile, pathetic-looking melee attacks or waste a few precious magic points to hit them with a powerful spell that will be total overkill. [Total Overkill - noun - a move that is powerful enough to eliminate not only your pathetic enemy, but also six generations of his yet unborn offspring. Encyclopedia Insanica. - ed.] Only Rudy, with his shotgun-like ARM is capable of dealing any real damage to monsters without wasting attacks which will be needed for the boss, so most random encounters come down to how quickly Rudy can dispatch the enemies. Plus, monsters in dungeons tend to hit pretty hard and give out only a pithy amount of money and experience, thus encouraging you to avoid most dungeon encounters and do most of your level building with the even more boring, generic looking enemies on the surface.
A tale told by the most eloquent non-native English speakers I'll be honest, my memory of what happened in the first Wild Arms is a bit fuzzy. Something about demons from space and weapons from an ancient war, I think. That being said, the story of Alter Code F seems to essentially follow the plot of the original with a fairly liberal dose of extra scenes and dialogue thrown in. This would be a good thing if it wasn't for the fact that the translation just doesn't feel right. There's none of the hilariously bad dialogue you would expect from games a decade ago. Most sentences are clear and coherent. The problem is more that these clear and coherent sentences don't make any sense in the context of the conversations taking place. A character will say something, then another character will say something that just doesn't follow what the first character said. [Now there is the definition of a non sequitur if there ever was one! - ed.] After a cut-scene you'll have a basic idea of what's going on, but the specifics will be lost on you. This being the case, all the extra scenes just serve to bog the already slow plot down to the pace of a really fat person climbing a huge flight of stairs. Or a really skinny person carrying another really skinny person up a huge flight of stairs. Take your pick.
Overall, the game just feels sloppily mediocre. The graphics are passable but not attractive, the battles are functional but dull, and the dialogue is comprehensible but not engaging. After playing about fifteen, twenty hours [Mike is BY FAR the most patient person on the GameLemon staff - ed.] I came to the realization that I just felt no compulsion to play anymore. Dungeon crawling was tedious and the story was dragging some serious ass. The boss fights had become incredibly difficult as well, with bosses being capable of defeating one of my characters with a single shot. And since it took the other two to revive that one and bring him up to the strength necessary to survive even weaker attacks, it was very easy to get caught in the dreaded defensive loop, the bane of all role-playing gamers. I just had to fight smart and hope the boss didn't feel like killing me. The items that allow you to continue if you get killed are fairly plentiful, but if you use one you don't get any experience for that battle. Since the boss battles are the only source of significant experience, this also essentially guarantees that you won't have an easier time with the next one. Oh, and did I forget to mention that you can't buy any healing items, and your only natural healer has extremely low HP and defense, usually resulting in her getting killed almost immediately during boss fights? I should have, because that part really sucked.
I suppose the fact that I simply couldn't bring myself to finish this game means that I can't say definitively that the game stays crappy straight through. Maybe at hour twenty-five the game suddenly becomes the greatest experience one can ever have and the player transcends to a higher plane of existence where his soul communes with the grand consciousness of the universe, but I kind of doubt it. From what I've seen, if you don't like what's going on for the first couple of hours, you're probably not going to have the patience to sit through ten or fifteen more in the hopes of things getting better.
All that having being said, the game isn't unplayable. I can imagine someone who is a huge, HUGE Wild ARMs fan perhaps struggling through out of some misguided sense of loyalty to the series. Perhaps he'd even have a few moments of fun in the process. I suppose if you didn't have any other games to play, one could make do with Wild ARMs Alter Code F. But let's be serious. With games like Dragon Quest VIII and Radiata Stories out now, and Kingdom Hearts II on the way, why would you spend your time with this one? Only if your time, like mine, was totally worthless. I just hope that with Wild ARMs 4 (which may be out by the time you read this) the developers made more of an effort to give the game the spark that made the original so fun and unique.
Summary: A dull, unimpressive RPG which fails to do justice to the game which spawned it.
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Systems: Playstation 2
Genre: RPG
Setting: A wild-west/fantasy land
Mood: Light hearted with some heavier undertones.
Story: A war between men, elws, guardians, and demons a thousand years ago set the world of Gaia on the road to destruction. Now the demons have emerged once again, but only men remain to oppose them. Heroes Rudy, Jack, and Celia must unite their strengths to stop the demons before another war can begin.
Graphics: Mediocre
Music/Sound: Upbeat and epic with western overtones. The only part of the game that does justice to the original.
Voice Acting: None
Script/Dialog: Dense and poorly translated.
Similar Games: Wild Arms, Wild Arms 2, Wild Arms 3
Gameplay: Watered-down Wild Arms.
Strengths: Decent soundtrack, some quirky new characters
Weaknesses: Unimpressive graphics, incredibly slow story, excessive, boring random encounters, frustrating boss battles.
Depth: There's a lot to do, but none of it is very exciting.
Length: Who knows? Probably about forty hours.
Pace: Really, really slow.
Difficulty: Hard
Control: Not so great, since you can barely see your guy when controlling him.
Learning Curve: Somewhat steep
Replayability: If you can stomach it, I suppose it might have some.
Will keep you up until (a.k.a Fun
Factor): You come up with something else to do.
Notable Features: Some new playable characters.
Fav. Character: Rudy. He's the only one that packs a decent punch and he never spouts any of the game's sloppy dialogue.
Instant Classic: It's a bad remake of a decent game from eight years ago. What do you think?
Publisher: Agetec Inc.
Developer: SCEI
Release Date: 2005-11-15
Players: 1
Multiplayer: Nope
ESRB: Teen
Target Audience: Fans of RPGs and especially fans of Wild ARMs.
Recommended For: Only those who really, really, really love Wild ARMs.
Not Recommended for: Those who want to play a high-quality RPG.