SolidSnakex
Member
Basically just a teaser site until January
http://www.wild-arms.net/wa_top.html
You get the kickass WA music though.
http://www.wild-arms.net/wa_top.html
You get the kickass WA music though.
BlueTsunami said:Sony HAS GOT TO stop with the basic travel and battle system that has been in Wild Arms since Wild Arms 2. I haven't played the newest installment (Not the remake of Wild Arms) but i'm so sick and tired of the re hashed battle and travel system.
SolidSnakex said:Well WA4 seems to play very different from the previous games from what I read ( you can see what dark says right up above your post too).
wait a minute, Wild Arms 4 is out in the States? or did you mean 3?BlueTsunami said:This series has the potential to be very good (I liked Wild Arms and Wild Arms 4)
Error2k4 said:wait a minute, Wild Arms 4 is out in the States? or did you mean 3?
btw a little off-topic what's are reputation points and also, what's that green thing beside my name?
sweetdark10x said:The field map now feels like something out of a decent platformer rather than an RPG. You are given EXTREMELY responsive controls that allow you to jump, dash, air stomp, slide (and more) through the environments. They nailed the look and feel of simple running and jumping to the point where I think it is better than many a recent platformer (or at least on par). Jumping around town is fun, but the dungeons really benefit the most, with some enjoyable little platform challenges and an action-RPG design (more so than before). There are even times when the game actually switches to a 2.5D mode with only left and right directions available (look at those shots which say "side view").
yesThe combat system is much faster paced and plays nothing like the previous games. That hex system works suprisingly well, actually. Different hexes offer different strategic considerations while also potentially housing a positive or negative effect on the characters standing within them. You can actually move your characters into the same squares as well, which adds further to the strategy elements.
Sweet goodness yes... but is there a way to turn off the damage thing? I like being intuitive.The game uses Grandia or FFX like "turn bar" which functions as you'd expect. The enemy life bars are also displayed and, when selecting an attack, it will display how much damage you will do (some people may not like this, however, but I loved it).
sounds goodThey've also thrown in a few more additional gameplay systems to take your attacks beyond the typical "attack, magic, item" options. Also, as I said, the pace is VERY quick, so you'll be in and out of battles in a snap. My only complaint here is that the battles are random. Considering the environment, they should have added in some sort of field-attack (or something like what we saw in Valkyrie Profile) to the mix. You won't get into encounters all that often, though.
Seems somewhat techno-western-anime. I dunno how it's possible but I like it.The story and characters are quite enjoyable, though nothing particular different or standout. The game does start off in quite a unique fashion, but it does sort of return to something a bit more grounded as you progress (to a degree).
Oh good I love that in RPGs.The presentation is pretty nice as well and, again, varies pretty heavily from the previous games by using lots of 2D drawings of the characters along with the text.
I seem to rarely pick games that are 60fps, that's a nice bonus for me. Also I'm sure the map thing was to ensure that all platforming was well-designed and fun. I know I'm personally tired of running around huge fields in games--it's kinda cool at first, but ocne you're familiar with the world and just want to get somewhere it's annoying.The visuals are suprisingly attractive, with a wide variety of nice looking areas to explore at 60 fps. They also ditched the old world map in favor of a 2D map with a cursor. The lack of a real world map was a bit disappointing, but I'd take that over the awful "searching" from WA3 and ACF.
No biggie for me so long as it doesn't stand out in an annoying way. Not every soundtrack can be FF7.The soundtrack is good, but not quite up to the standards of the rest of the series (especially ACF). There just aren't as many memorable tracks.
Your impressions help a lot. I would love to get this game, but I've been putting off Paper Mario 2 for so long, I'm gonna get that before any other RPG. Ideally over the enxt year my RPG's will be Paper Mario 2, then Wild Arms 4 then Rogue Galaxy, with maybe Fire Emblem and another strat RPG in there somewhere.Really, though, this game is totally worth a play. I certainly hope some people give it a shot when it shows up in the US.
BlueTsunami said:Sony HAS GOT TO stop with the basic travel and battle system that has been in Wild Arms since Wild Arms 2. I haven't played the newest installment (Not the remake of Wild Arms) but i'm so sick and tired of the re hashed battle and travel system.
This series has the potential to be very good (I liked Wild Arms and Wild Arms 4)
DarienA said:Sony makes Wild Arms?
Only the 2nd game was made inhouse by SCEI.DarienA said:Sony makes Wild Arms?
SolidSnakex said:It's their franchise, but its made by Media Vision.
Servizio said:...
It's been almost ten years since Wild Arms came out?
God.
SolidSnakex said:Basically just a teaser site until January
http://www.wild-arms.net/wa_top.html
You get the kickass WA music though.
dark10x said:Yes, as I said, WA4 is completely different from the rest of the games in the series (while still carrying some of its qualities).
The field map now feels like something out of a decent platformer rather than an RPG. You are given EXTREMELY responsive controls that allow you to jump, dash, air stomp, slide (and more) through the environments. They nailed the look and feel of simple running and jumping to the point where I think it is better than many a recent platformer (or at least on par). Jumping around town is fun, but the dungeons really benefit the most, with some enjoyable little platform challenges and an action-RPG design (more so than before). There are even times when the game actually switches to a 2.5D mode with only left and right directions available (look at those shots which say "side view").
The combat system is much faster paced and plays nothing like the previous games. That hex system works suprisingly well, actually. Different hexes offer different strategic considerations while also potentially housing a positive or negative effect on the characters standing within them. You can actually move your characters into the same squares as well, which adds further to the strategy elements. The game uses Grandia or FFX like "turn bar" which functions as you'd expect. The enemy life bars are also displayed and, when selecting an attack, it will display how much damage you will do (some people may not like this, however, but I loved it). They've also thrown in a few more additional gameplay systems to take your attacks beyond the typical "attack, magic, item" options. Also, as I said, the pace is VERY quick, so you'll be in and out of battles in a snap. My only complaint here is that the battles are random. Considering the environment, they should have added in some sort of field-attack (or something like what we saw in Valkyrie Profile) to the mix. You won't get into encounters all that often, though.
The story and characters are quite enjoyable, though nothing particular different or standout. The game does start off in quite a unique fashion, but it does sort of return to something a bit more grounded as you progress (to a degree). The presentation is pretty nice as well and, again, varies pretty heavily from the previous games by using lots of 2D drawings of the characters along with the text. The visuals are suprisingly attractive, with a wide variety of nice looking areas to explore at 60 fps. They also ditched the old world map in favor of a 2D map with a cursor. The lack of a real world map was a bit disappointing, but I'd take that over the awful "searching" from WA3 and ACF. The soundtrack is good, but not quite up to the standards of the rest of the series (especially ACF). There just aren't as many memorable tracks.
Really, though, this game is totally worth a play. I certainly hope some people give it a shot when it shows up in the US.
Battle takes place on a grid of 7 hexagons, with 6 of these hexagons forming a circle around the seventh. When a battle begins, the player will find their four-character party and the enemies they face assigned to random locations. These locations are very important, as a character's position not only determines which actions are useful, but also how vulnerable the character is. As they have weak physical attacks and low defense, magic users Yulie and Arnaud are best kept a few grids away from most enemies. Physical characters Jude and Raquel, however, are much more effective at a close range and also more adept at taking damage.
Though players can throw as many of their characters as they want into an individual grid, their characters can't share a grid with an enemy. That's because the actions and items affect an entire grid instead of individuals. So if the entire party is located in the same grid, Yulie can heal them all in one turn. Likewise, if a group of enemies is massed in a grid, attacking that location will damage everyone inside. Additionally, certain combo attacks and abilities are available depending on which characters share a grid, with individual abilities earned as character's level up.
The emphasis on strategy is heightened by the turn indicator, located near the bottom of the screen, which displays the order of the next nine turns. By knowing when the next enemy attack is likely to occur, this allows the player to formulate their upcoming actions.
Despite how complex the HEX system may sound to be, it's rather simple in execution. Most battles are rather short-lived, generally lasting 1 or 2 minutes. And thanks to the grid system, there's more to an encounter than just mashing the same button repeatedly, so these fights are rarely boring.
Even better, boss fights require a deeper strategy, with my favorite example featuring a recurring shield. This particular fight requires the player to destroy the shield, and then deal out as much damage as possible across the next few turns before the boss can generate an even stronger shield. That means paying careful attention to the turn bar, slowing wearing down the shield with weak attacks while positioning for a full-on assault once the shield disappears, which is quite satisfying in execution.
While that's good news, that description could literally be applied to any other WA game. They are really obsessed with the whole "Migratory Bird" thing too, aren't they.SolidSnakex said:It's a completely new game instead of a remake
dark10x said:While that's good news, that description could literally be applied to any other WA game. They are really obsessed with the whole "Migratory Bird" thing too, aren't they.
Ah well, still very interested.
Dream Chaser? Which game was that? I suppose it's always been "渡り鳥" in the JP versions then? All 5 games? Never did play WA2 and it's been almost a decade since WA1.Shouta said:They've always called all of their characters "Migratory Birds". It's been translated as Dream Chaser before which sounds cooler. :lol
Shouta said:They've always called all of their characters "Migratory Birds". It's been translated as Dream Chaser before which sounds cooler. :lol
dark10x said:Dream Chaser? Which game was that? I suppose it's always been "渡り鳥" in the JP versions then? All 5 games? Never did play WA2 and it's been almost a decade since WA1.