Review: Wild Arms 3 (PS2)
The 'Western' era romantically evokes Indians, cowboys, whisky, guns, gold, buffalo, and of course, John Wayne. Excluding the intermittent gun-slinging release, it has remained largely unscathed by videogames, barring one exception - which appears in the form of Wild Arms, an RPG series now into its third 'barnstorming' opus (and which first began on the PSone). Europe missed out on the second instalment, but Ubi Soft has seen fit to release the third and debut Playstation 2 offering, no doubt motivated by the lack of decent RPGs on the market-leading format.
Those picturing a Wild West adventure complete with period weaponry and locations will be disgruntled by the approach Wild Arms 3 has taken. Set on the continent of Filgaia, civilisation has been forced to rebuild, scavenge, and explore while surviving the rigours of a barren wasteland. Counterbalance this with the Western environment and you have a distinctive RPG series, which mostly avoids the clichés seen in typical genre releases. Legend tells of mystical powers, incredible weapons, and a long-forgotten history that temples and artifacts confirm. Numerous townsfolk are content to exist in humble surroundings, whilst others known as Drifters seek to explore the desert and all points beyond in the pursuit of adventure.
Wild Arms 3 continues the tradition of setting up prologues for each of the main characters; the advantages are twofold - not only does it introduce the control schemes and abilities of each character, but it also provides a little background history before the main adventure commences. Rather than spend the opening period of the game feeling your way around the system and characters, you hit the ground running.
The battle system in Wild Arms 3 is a descendant of the first release. Whilst neat, extra features such as the automatic battle system (which lets you sit back and watch) need an urgent overhaul; Gamestyle appreciates the ability to let your characters get on with battles autonomously - especially as Wild Arms 3 relies on random encounters to increase the levels of said characters - however the AI is severely limited, and the group favours physical attacks over Arcana (magic spells) or summoning. Therefore enemies that are immune to physical assaults force the player to intervene, further leading to drawn-out battles, which defeats the automatic function. Perhaps a more in-depth approach is needed, whereby the player can suggest the best form of attack for each monster the group has encountered; the auto database would then crunch an offensive (or defensive) solution accordingly. This approach would also negate the lack of variety in monster designs and bosses, which in the case of the former seem specific to each temple or ruin. Gamestyle understands the random battle dynamic, but against the same foe again and again, it becomes lethargic.
Conversely, the weapon system has been improved. Where previously the player only had to equip new and improved varieties, weapons are now fixed - but ARMS dealers can perform a series of upgrades for a given charge. The onus reverts to the player, in that statistics can be measured and conferred upon each weapon. The system compares favourably to that seen recently in Crimson Sea, as both share the same visual dynamic and are open-ended. The battles themselves are wonderful to watch, with resplendent lighting and magical effects. Regardless, this on-screen conflagration feels somehow 'theatrical' - mere window-dressing when placed against the likes of Grandia II, for instance, which excelled in earmarking and validating such clashes. The player must also input each move for characters in advance, so a group of four will require four selections. Admittedly this does require observance and planning, but also acts as a wrench to intuitive response (and simple immersion).
A good RPG should stir emotions within the player. Gamestyle loves to feel those RPG hooks digging into its flesh and exacting a torrent of reaction, yet Wild Arms 3 fails to dig deep enough, or generously pierce the imagination. The main troupe of characters lack projection and the player feels little empathy for them; more often you are left questioning their motives, rather than feeling any solidarity with them. Is this the fault of the storyline? Partially yes, and perhaps moreso for those who have experienced the previous releases. At times it feels like an encore performance, instead of opening night (at least on PS2). Apart from the introductory anime sequence, the game forgoes traditional cinemas and voice direction as proliferated by classic RPGs. With these elements either missing or miserly implemented, the game must rely on the strength of its cast, story and settings. Unfortunately, this is where the use of 'cel-shading' draws a blank face - by not allowing for emotional resonance and ample expression. At times the game can be visually striking (battles on horseback being a particular favourite), but beyond the novelty is there any real need for its inclusion in Wild Arms 3?
The series has famously made use of the Western scenario to create wonderfully authentic and absorbing audio accompaniment, bristling with country-fied and Japanese goodness. Wild Arms 3 upholds this tradition; so much so that Gamestyle is tempted to obtain the OST recording and file it alongside classics like Grandia, Phantasy Star Online, Silent Hill, Halo and Final Fantasy VII. On a 'sidenote', Ubi Soft has sought to include a 60Hz display mode, which thankfully removes the black borders that plague the PAL 50Hz setting.
Ultimately though, Wild Arms 3 is a disappointment for fans of the series, who should now look towards Wild Arms 4 to resolve any of the aforementioned grievances. For those Playstation 2 owners seeking an RPG with an air of difference (albeit not the purified strain of the genre), then this is a worthwhile contender.
Rating: 6 / 10
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