(Wild ARMS logo) Ming's review of Wild ARMS!
Platform: Sony Playstation
Genre: RPG of course!

Hey, doesn't that name almost make you wanna throw your arms all around the place and make octopus noises? Well, this game is almost that much fun. I finished playing it last nite just in time for a somewhat late supper, and I simply had to share its bountiful goodness with the whole wide web. Especially since Joe, the only person I personally know who's ever also played it, wasn't home to take my hysterical call.

First off, I gotta say that Wild ARMS doesn't have an original idea. Well, it has a few I guess, but most of the experience of the game comes from pleasures that have been yanked from other places. Most of these instances qualify as homages, tho.

The Music: I'm gonna come right out and say that music makes a big difference in an RPG. This one's got really nice stuff. It's much easier on the ears than FF7, partly cuz it sounds like real instruments and partly cuz it's just not as tired-sounding. (Don't get me wrong I still love Uematsu.) The overworld theme is yanked straight from near the end of Sergio Leone's The Good, the Bad, and the Ugly: Tuco's amazing stroll through the cemetery at Sand Hill. It's okay, though: if you've gotta be a robber, better to rob from a genius like Ennio Morricone. (Especially since EM is one of those composers who lifts from his own shop all the time.) Uematsu went to the same source, by the way: Terra's theme from FF6 is an inventive variation on the timeless main theme of the same movie.

The basic battle music sucks. I hate it. It annoys me.

Oh yeah, the twisted banjo tune that plays everytime Mother and her minions get together for a staff meeting is also an homage to Morricone - it's the first part of Cheyenne's theme from Once Upon a Time in the West. Oh yeah, the Sweet Candy music sucks too. Loud and annoying. Argh! But the Adlehyde castle music and Jack's dungeon music are two of the most rousing pieces I've ever heard in a videogame, and the Metal Wing music makes me wanna move to the mountains of Peru and play pan flute while sitting on a cliff overlooking the Amazon for the rest of my life. (Wait, does the Amazon go through Peru? See, if this were a place in Filgaia we were talking about, I'd totally know.)

The Play Mechanics: Well, they're a great mixture. The automatic modes are lifted from Dragon Warrior IV. The idea of tools are from Zelda A Link to the Past. The 3D battle scenes, summoned guardians, and "force" abilities seem taken from FF7, but FF7 got published second, at least in the U.S., so it's hard to tell who yanked from whom. Anyway it's fun to play, and fun to fight, and fun to learn each character's unique abilities, equipment, strengths, and weaknesses.

The disturbing thing is how much of the dungeon puzzles require going to an online FAQ. That pisses me off. If a writer is able to stymie me with a logic problem, then I say go for it. But there's nothing I hate more than a puzzle that can only be solved by tedious trial-and-error. I'm told that Myst also requires a lot of trial-and-error, which is why I'll never play it. Why the hell do I gotta spend a half hour or an hour trying out every possible way around a problem, only to go to the FAQ and discover that the solution - like the "books are treasure, treasure is books" trick in the De Le Metalica section - is COMPLETELY ARBITRARY? If they ever come out with a Wilder ARMS, the memory of these annoying puzzles interrupted every ten seconds by that horrible 80's synth-rock battle music only to end in a solution that doesn't make any sense whatsoever might be just the thing to keep me from plunking down the money.

The Story: Hey, it's great, but underproduced. Lots of key plot moments, like the defeat of a certain female villain, really needed more attention and explanation. Better production values would have given the audience more "wow" and more "ohhh . . . i understand" and this game needed more of both. For example, I don't understand how after giving him that whole lecture about "courage", how could . . . ooooooh, I just don't get it. The animated cut scenes - what little of them there are - would have been impressive if they had been on a SuperNintendo or even a Sega CD, but on a PSX? COME ON! I realize this is probably not the programmers' fault, and that they were prolly given an impossible deadline and prolly had to work 12 hour days just b/c the sweatshop bosses up above wanted to rush this game out before FF7.

The story elements themselves are really neat tho. The Earth Golem seems more and more like the old robot from Laputa Castle in the Sky as the story wears on, and its eye-patch design is a direct homage to Miyazaki's film. (By the way, the whimsical gentleman cat from the Chrono Rune summon comes straight out of another Miyazaki film, Whisper of the Heart.) Rudy's revelation is another part that's under-produced, but it's a fine twist that can be traced back through FF6's Terra to Harlan Ellison's "The Soldier" script for the Outer Limits, with a little bit of Mary Shelley. When Cecilia enters his coma dream, though, that's where the line gets blurred between homage and shoplifting in a major way. I almost would rather not know if the writers of Wild ARMS or FF7 thought of it first.

Other Stuff: The classic Dragon Warrior-style overhead view is a breath of fresh air, especially after the confusing maps of FF7. I love how you're able to name your own spells (I could almost fool myself into thinking I was playing a Dragon Warrior game again - Bounce! Healus! Robmagic!) and the magic system with its elemental combinations is really neat - simple, but logical.

One online fan (in a page filled with RPG reviews) said the hits during battle don't seem to quite "connect", which is true - I think it's more evidence of rushed coding. But what I really got a kick out of is how almost every monster has at least one and usually 2-3 roars: one for attack, one for special attack, and one for when it gets injured. Where do these roars come from? Well, a couple come from Aliens, but many come from old Toho kaiju movies! I got positive ID's on Megalon, Mothra, and Rodan. Pretty WILD, huh? Along the same lines, there's a fish-bird-lizard monstrosity near the end whose major weapon is called "Oxygen Destroyer" - the name of the doomsday invention that a gloomy scientist used against the original Godzilla, back in 1954. And there's another monster near the end who bears a striking resemblance to the big G's archnemesis, Gigan, right down to the spikes on its back, the crazy hook-hands, and the funky visor.

Overall, I really enjoyed playing this game. I have a hunch there won't be a sequel, cuz it got totally overshadowed by FF7, but who knows?

Music: A-
Story: B+
Visuals: B+
Difficulty: Not too hard, but sometimes annoying.
Replay Allure: Not as high as FF7.
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