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Wild ARMs XF Review for the PlayStation Portable (PSP)

Wild ARMs XF Review for the PlayStation Portable (PSP)

Quantity Over Quality

Cult-followed role playing games are everywhere these days. Whether it is the long forgotten Breath of Fire series or the quirky, anime presentations that encompass Disgaea, under-the-radar RPGs have always been either a love or hate experience. Wild ARMs falls under this category as well, with its unique western style being a strong focal point for gamers over the years, despite multiple gameplay faults that have given it mixed impressions amongst game journalists (i.e. not being able to get 100% completion in Wild ARMs 4).

Wild ARMs XF screenshot

Taking a different approach this time around, Wild ARMs XF (crossfire) is an attempt to give the series more of a strategy texture, similar to that of Final Fantasy Tactics. Hey, with the trend of releasing strategy RPGs on the PSP these days, should this come as any surprise? No. What may come as a surprise though is that Wild ARMs XF just doesn’t do enough to truly stand out amongst its SRPG brethren, though that doesn’t mean that there aren’t any truly fantastic moments. To be honest, it’s somewhat of a mixed bag.

Part of what has always made the Wild ARMs games so intriguing is their varied plots. XF continues that trend with the introduction of Clarissa and Felius Arwin, as they leave the safety of home to search for a family sword. Apparently, a drifter (the game’s version of mercenaries) named Rupert got a hold of it, which didn’t sit too well with the rest of the family. As they get past the early towns and venture into the world, the two are drawn into an even bigger quarrel that could affect the entire land. This land is the Elesius Kingdom, which is currently being controlled by an evil senate (Star Wars anyone?). Along the way you will come into contact with a group known as the Blanquizel Knights, and together with several other protagonists, you will try to reclaim the kingdom under siege. While this plot seems a bit unoriginal, the way it is conveyed is quite impressive. XF’s script is full of great dialogue, with vibrant cutscenes that move the story along at a pace that is neither too quick nor too slow.

As mentioned before, Wild ARMs XF combines strategy with role playing, utilizing the hex system that Wild ARMs 4 and 5 brought to the table. The mechanisms of this setup revolve around moving between these hexes on an instanced playing field. What makes the hex system unique is that it takes place on a 3D plane, thus allowing you to control camera angles and reach terrain that would be impossible in a 2D setting. After you finish moving, you have the option of attacking, defending, using magical spells, grabbing an item or passing. Combat moves in turns, with initiative going to characters that possess a higher speed attribute; go figure.

Wild ARMs XF screenshot

Another notable stat is a character’s VP, or vitality points. These points are affected by what armor you are wearing (strength), as well as how far you traverse in a particular battle. Though they can be recovered, it is far too easy to run out at an important moment in the fight. After running out of VP, your HP begins to decrease, which definitely isn’t fun when you are on the last leg of a boss fight. Looks like the developers didn’t learn their lesson after witnessing the abomination that was Lunar: Dragon Song.

Another issue with the game comes from an entirely different source: objectives. We should all be familiar with how strategy RPGs work. You go into battle with one or more objectives that usually revolve around clearing out all enemies on the stage. However, Wild ARMs XF definitely separates itself from the rest of the crowd by issuing a lot of sub-missions as well. This turns out to be both a strength and a weakness. On a positive note, it is good that the creators of the game were trying to be diverse and give the player other play alternatives than just brawling. Some of these “objectives” can range from defending a certain point to escaping from a group of guards unnoticed. For example, while in Creedmore Prison, you will be forced to move your characters from point to point. This is easier said than done because while you are doing this you will need to keep an eye on the moving patterns of each individual guard. These non-combative missions are a nice break from the action and the pace of XF is both steady and balanced.

Wild ARMs XF screenshot

Sadly, what isn’t balanced is the difficulty, and it is Wild ARMs XF’s greatest bane. Okay, let’s talk about patience for a minute. How long have you ever had to repeat something before it became so tedious and frustrating that you threw a controller or punched a hole in the wall? Now, I don’t know about you, but I’ve had to replace more than my fair share of gaming merchandise over my gaming career. XF brings back those fond memories by its implementation of an unintentional game approach known as “trial and error.” This assessment is most evident in several of the later missions where virtually everything has to go correctly to pass an objective. This can range from having to protect someone by placing them in the best position on the gaming board to making sure not one adversary gets to your side of the field. I can’t count how many times I had to replay a mission because of something minor like that, meanwhile twenty minutes and a little bit of my sanity had gone fluttering out the window. So now that we’ve cleared that up, it’s time to talk about the other side of that trial and error approach: the class system.

Ever hear the old saying less is more? If you have then you’d probably wager that the statement is incorrect over 50% of the time. Yet, it seems to fit so well when talking about the class system that resides within Wild ARMs XF. Giving a nod to the classic Final Fantasy V, as well as class-centered MMORPGs such as World of Warcraft and Guild Wars, XF contains a class (job) system that allows you to customize the heroes in your party. Over thirty different role options are available to your characters, and range from a spell shooting Elementalist and pole-arm wielding Halberdier to the ever necessary Gadgeteer.

Wild ARMs XF screenshot

Though each character has stats that would naturally make him or her better suited to a particular class, there are several moments in the game where you will be forced to mix it up. And this is where the title falters. The main detriment with constantly swapping abilities is that you have to have “the” perfect balance to pass certain missions. So, if you have an objective to keep a certain number of allies alive and forget to bring a healer, you will fail. If the boss you are fighting is weak to a certain element and you forget to bring a mage, you will fail. Get the picture? Though I do admit that a class system is solid for this type of SRPG, it’s just that the constant role switches rob the protagonists of their uniqueness. Several times throughout I just began identifying my team by their class name rather than their real one; sad I know.

I think it’d be unfair to say the game is a complete disappointment. Wild ARMs XF does have a few high points here and there, primarily in the character development department. Leveling is done primarily through missions and key battles, with little to no experience available when traveling the open world or visiting towns. This forces players to actually use strategy in combat, rather than just grinding up and mowing down the baddies. Speaking of which, the title gives you plenty of options in the way of weapons and magical abilities, with many of them looking downright impressive.

Apart from the lighting of magical powers, Wild ARMs XF won’t go out of its way to stun you with visual splendor. The battle fields and towns look deceptively good from a distance, but once you use the camera to scout the area you will find that most of the buildings look the same. Valleys, mountains, oceans, castles – pretty much everything looks as it should, which ultimately isn’t a bad thing; its just that it would’ve been nice to see a bit more going on in the background. Also worthy of mention is the anime-derived drawings that make up virtually every citizen in the dying world of Filgaia. While undergoing conversations, you will see a motionless caricature of the particular character you are addressing, with actual interaction being saved for the stunningly vivid video clips.

Ultimately where Wild ARMs XF shines is in the audio department. Taking full advantage of the advanced hardware of the PSP, the composers from the previous installments in the series returned to provide the score for XF. Though long battles can make some musical tracks a bit repetitive, this wasn’t the case the majority of the time. From funky, upbeat battle music to calming melodies present within parts of the over-world, the game contains some of the best music I’ve heard in an RPG to date. Sound effects sound crisp and believable, whether it is the clanging of a sword or the explosion of a particular fire attack. What also surprised me is that XF contains some very nice voice acting to accompany the well-written dialogue. It also helps bring out the personalities in particular people, from the giddy Clarissa to the hilariously quirky Labyrinthia. The game offers options between the Japanese voices and an English dub. Both are great, but I’d definitely recommend the first of the two; nothing beats the original. Also notable is the inclusion of the Music Room, which is an unlockable feature that lets you play up to 20 selective themes anytime you want. So if you were thinking about turning down the volume, forget it. It is definitely the most impressive component in the game.

In the end, one has to give credit to the makers of Wild ARMs XF for what they had in mind for the game. Adding a strategic element, a robust class system, and varied mission objectives were all great ideas for the franchise, but unfortunately they fall short due to poor implementation. Though difficult, Wild ARMs XF is challenging in all the wrong ways, with emphasis on repeating missions due to flawed play mechanics rather than tough opposition. The class system is fun to play around with but is just too open-ended to really be a strength. Where Wild ARMs XF succeeds is entirely in its presentation, from a well-written story to music that adds both charm and immersion to a rather flawed gameplay experience. Nevertheless, if you are in “dire” need of a role playing game on your PSP, then Wild ARMs XF may be worth your time. Rent at your leisure; buy at your discretion.

RATING OUT OF 5 RATING DESCRIPTION 3.0 Graphics
Nothing spectacular, but the lighting effects are impressive. 4.3 Control
Since this is a game based around pre-determined movement, the controls feel more or less perfect. Camera is fully adjustable and offers a good perspective on the whole playing field. Game can move at a sluggish pace at times though. 4.7 Music / Sound FX / Voice Acting
Fantastic audio all around here. Solid voice acting, multiple language options, and a great soundtrack all help in pushing the presentation forward. 2.6 Play Value
Though the story mode is well over forty hours, the majority of that time will be spent repeating missions over and over again. It has its moments, but ultimately the game mechanics bring the game down further than it should have. Rent first. 3.3 Overall Rating – Fair
Not an average. See Rating legend above for a final score breakdown.

Game Features:

  • Innovative hex-based battle grid system allows more tactical positioning options, such as Formation Arts and Combination Arts, as opposed to the traditional square-based battle grid.
  • One of the deepest strategy games on the PSP system with over 60 stages containing a wide array of mission objectives, as well as numerous optional battles.
  • US-exclusive inclusion of a Music Library containing 20 select tracks from the game accessible any time from the game menu.

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