![]() Acid... kicking... in... |
As always, the battle system draws particular attention from this reviewer. I'm a stickler for turn-based combat in RPGs- I dislike battle bars, I hate active-time, I dislike battle systems that compromise strategy in favor of a hokey, super-fast button mashing exercise.
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The battle system is quite a treat for the turn-based lover - it's an initiative based block system (For more information, just click on the link at the start of the review, or here, to learn more about the battle breakdowns). Characters take their turns based on initiative, but you enter the commands for everyone at the beginning of a round. "
| ![]() A zucchini with multiple penises. - Yep, it's a Japanese RPG. |
Graphically,, Wild Arms 3 is quite attractive - the thick black bordered, not-quite-cel-shaded characters are attractive and easy on the eyes. Town graphics are especially pleasant, and the layout of buildings, while sparse, mimics that of what you might expect in a small shanty-town. Dungeons are well crafted as well, though the occassional "which level of floor am I on?" problem sometimes crops its head. It's no Final Fantasy X, visually, but it's fine to look at and gets the job done, both functionally and artistically.
Musically, Wild Arms 3 fares well. The sound production is clean and crisp, and the songs have a refreshing western flavor that doesn't rely on a load of bass and techno-synth stuff. The battle theme is a little bit cheesy, but not bad enough to make you want to turn it off. Sound effects are functional, though a bit of variety in enemy vocalizations would have been nice.
![]() Virginia shares a personal moment with her friends. | Puzzles, as with the combat, are generally on the easy side - but still interesting. Each character has a special ability - a freezing ray, a flaming ray, etc., that is useful in certain situations. The bomb effect is particularly well done - excellent animation and sound will have you leaving bombs all over the place just for the fun of it. |
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Cuteness Factor: 8/10 (higher is worse) Sadly, RPG gamers have to bear the brunt of The inevitable Cuteness Factor - always something you have to be careful about with RPGs, especially Japanese RPGs. |
The cuteness can take many forms; be it adorable giggles from female protaganists that giggle like school girls and say "that was fun!" after killing people (aka Skies of Arcadia Legends), or, emptying round after round of high-caliber ammunition into someone and having them stand up afterwards and offer a stirring monologue (aka Wild Arms 3). There's a lot of that going around, unfortunately - people talking after being shot continuously at close range. I'd like to see it more like Fallout 2 for the PC - where shooting someone with a gun, instead of making them slightly agitated, instead kills them, sending charred, smoking fragments of bone and brain flying everywhere. I'm not saying it's nice or good to shoot people; rather, I think it's important to show that when you do shoot a guy, he won't smile and thank you for bringing him to his senses. Rather, he'll die. Horribly. In a pool of his own fluids, begging for mercy as the pain and blood loss makes him lapse into unconciousness. Sadly, you'll find battles where emptying magazine after magazine of ammunition into conversational foes merely makes them talkative, rather than dead. I yearn for the day when we can get the mechanics, seriousness, and damage sensitivity of a game like Fallout 2 (as in, when you shoot someone, it will probably KILL them. Not make them unconcious. And it certainly won't make them your friend.) into a console RPG.