"The
night of the seventh day after obtaining the
sword - wrapped in a torrent of light, the Magess
vanished from Filgaia together with the Blaze
of Disaster, leaving behind Argetlahm plunged
deep in the earth...
"
- Time passed."
Pardon
me, but I'm a dead sucker for that sort of thing.
Of
all the many videogame genres, RPGs are those
that bear the closest resemblance to more widely
known and accepted forms of entertainment. If
you look at some of your favorites and analyze
how they're assembled, you can see a number
of the same conventions of design that pop up
in things like movies, theatre, and written
fiction. All games borrow a little bit from
classic story construction, concepts like protagonist
and antagonist and conflict and resolution -
even if they're just a circle, four ghosts,
the quest for dots, and the end of a level.
And then there are games from other genres (Metal
Gear, say) which are steeped in complex plot
development and cinematic presentation.
But
games like Metal Gear are sadly rare, that so
skillfully blend genuine literary accomplishment
with well-implemented action elements. As a
rule, if you want a game with engaging characters
and an interesting story, it's a role-playing
game you're looking for, and it's good luck
for us that they're so plentiful today. It's
interesting to compare the circumstances surrounding
the arrivals of the two Wild Arms games. The
original Wild Arms, which is close to four years
old now, was only the third RPG to appear on
the PlayStation, following Suikoden and the
forgotten, unlamented Beyond the Beyond, and
preceding the groundbreaking arrival of Final
Fantasy VII. Thus, it was a success more or
less by default, despite drawing a number of
complaints on account of its generally uninspired
presentation and slow pace. In contrast, Wild
Arms 2 is a face in the crowd - it's not even
SCEA's biggest RPG this year, that honor instead
going to Legend of Dragoon.
That
said, of course, there is undoubtedly room on
the market for something that is not backed
by tremendous fanfare and the thunder of multi-grillion
dollar advertising campaigns, but is carried
primarily by well-crafted gameplay and a certain
degree of charm. Something, then, like Wild
Arms 2.
Actually,
I should probably avoid talking smack about
Wild Arms, given that I haven't actually played
it (note, thus, the careful fashion in which
the above comments are delivered). My first
PlayStation RPG was FFVII, which occupied my
attention until FF Tactics, which drove me up
the damn wall for months, and then the fall
of 1998 rolled around and we were kinda off
to the RPG races. So I approach 2nd Ignition
with little cognizance of possible similarities
or differences in comparison to its predecessor.
Sony, in a fashion which seems peculiarly Japanese
(reminds me of G Gundam or Dominion Conflict),
states that they are quite different, though,
at least as far as their settings are concerned.
Both games take place in a land called Filgaia,
but the name is evidently almost all that they
share. "This Filgaia is a parallel world,"
they say, where the world has evolved along
different lines, and old names have been given
to new creations.
But
matters of history aren't immediately pertinent
to the adventure, which starts out in a fashion
very similar to the first Wild Arms. As before,
the game's characters begin their story alone,
set on their own individual paths. Lilka, an
apprentice magician, winds up lost far from
home after an accident with a wayward Teleport
Gem. Brad (formerly Romanized as Blood, which
I prefer, but you can name him whatever you
like) is a war hero turned criminal, on the
run from his former leaders. And Ashley (well,
he's David F now, but never mind...) is simply
a soldier, but one whose bravery signals a promising
career ahead of him - at least for now.
I
am of the ilk who consider character the most
important asset of an RPG. I enjoy complex gameplay
when it presents itself, hence my spectacularly
bloody-minded assault on the formidable walls
of Final Fantasy Tactics, but it is illustrative
of my point that I will never play Tactics again,
whereas the first thing I do after I die/get
fired/win the lottery will be to play Final
Fantasy VIII again (after which I'll finish
Grandia) .
The former is a challenge to the left brain
(and to some degree the ego), but the latter
touches the emotions, which is a rather uncommon
occurrence in games, and valuable when you can
find it.
Wild
Arms 2, then, is possessed of quite an engaging
character. Its cast is part of it - Lilka in
particular I've grown quite fond of, the bright-natured
rookie being one of my favorite types. But the
way their quest is presented helps as well.
Though this preview version contains an incomplete
localization (you can tell by the frequent line-wrap
errors), the dialogue still comes off pretty
well, with individual voices coming through
from even supporting characters. There's an
interesting scene in Ashley's sub-quest where
a group of orphaned kids enlist him to fetch
their cat from off a roof, and their exaggerated
politeness is just darling. Anyway, how can
I fail to enjoy a game which makes a puzzle
out of retrieving a treed kitten?
Simple
puzzles like that compose a great deal of the
gameplay in between cutscenes and other plot-advancing
sequences. The dungeons include a great deal
of Zelda-ish switch-finding and block-moving,
requiring the acquisition and use of special
character-specific tools to manipulate objects.
For example, Ashley acquires a throwing knife,
which you can toss at switches to activate them;
Lilka does the same thing with a fireball-tossing
magic wand. This isn't an action-RPG by any
stretch of the imagination - the battles still
involve traditional turn-based combat - but
it has a dash of slightly different gameplay,
which helps lighten what might be otherwise
boring excursions into walking, fighting, walking
some more, and fighting again. The encounter
rate is nicely tuned as well, helping players
avoid the deadly Tales of Destiny Syndrome (severe
cranial trauma as a result of bashing one's
head against a wall, in turn the result of attempting
to solve complex puzzles while beset by continuous
monster encounters).
The
dungeons may be fun to navigate, but unfortunately
they aren't much to look at. As a rule, Wild
Arms 2 isn't much of a graphical stunner. The
introductory movie is lovely (memo to SCEA:
thou shalt not dub the theme song), but after
that, neither the polygon worlds nor the sprite
characters can hang with something like Grandia,
and the fully-3D battle sequences rather pale
after you've played Final Fantasy VIII. When
the game switches to hand-drawn backgrounds,
which it does every so often during cinema sequences,
it looks far better - to those still working
with the 32-bit generation of consoles, there
is a lesson here.
But
they say looks don't mean everything, and the
reason they say it, whoever "they"
may be, is 'cos it's true. At this point, Wild
Arms 2 packs enough character and variety to
make up for its appearance, including the odd
intriguing innovation. Exploring the world map
is interesting, because there aren't any landmarks
- you have to do some honest exploration, heading
off in the directions you've been sent and sounding
out with a sonar-like command to find dungeons
and towns. The story, meanwhile, builds a classically
epic backstory, as a legendary sword descends
down through history in time to save the world
from a new cataclysm. Before the big-ticket
games start arriving in time for the holidays,
multi-grillion dollar ad campaigns in tow, Wild
Arms 2 might not be a bad choice, if you need
to add a little character to your summer months.
Click
here and
here
for previous looks at Wild Arms 2, including
a great many screenshots
Wild
Arms 2 Intro MPEG - Part
1 3.8 MB, Part
2 3.7 MB, Part
3 3.7 MB.
|