Published by: Sony Computer Entertainment
Developed by: Media Vision
Genre: Turn-Based RPG
Players: 1
Rated: T (Teen)
Release Date: August 28, 2007
Screenshots: LinkAmazon: Buy Now!Written By: Matthew Prunty
In the 5th installment, the Wild ARMs series has prided itself on using traditional RPG elements, blending them with a unique weirdness not seen in traditional RPGs. The core of a traditional RPG is all about a main character teaming up with a group of friends to battle a great evil that plagues their world. Along the way, they learn about sharing, keeping one’s word, and developing into a mature individual. So knowing this much, how can this game keep a player’s attention when there are countless titles of a similar nature… here’s how.
The story of Wild ARMs 5 takes place in the world of Filgaia, trapped in the Western era. A teenager by the name of Dean, and his closest friend Rebecca, discover a giant golem arm concealing an amnesiac girl by the name of Avril. Upon rescuing her from the golem arm as it falls of the cliff, Dean, Rebecca and Avril set out to help Avril regain her memory, and find out whose “Johnny Appleseed”.

I’m sure many are still trying to figure out who this game is considered weird in some way and here’s why. The game possesses several different themes, all of which have a direct connection to real-world events. Not spoiling anything about the game, there will be a reference to the fall of the Berlin Wall and even a coherent explanation of political schadenfreude (satisfaction or pleasure felt at someone else's misfortune). But without trying to bore players to death, the game oversimplifies these events I order to keep the story flowing rather fluently, while providing just enough information to understand the situations that are plaguing the game and society in real-life.
Another oddball of a situation comes with the forgiveness of GENOCIDE!!! As players progress through the game, they will learn that for a long time, Nightburn has been slaughtering thousands of humans who he thought to be inferior to the Veruni (original inhabitants of Filgaia 12,000 years ago). In a heated confrontation, Dean and his friends must do battle with Nightburn, which results in himself learning the errors of his ways and asking for forgiveness from the group… This certainly chaps my hide. Then there is the talking-bird save points located throughout the game. When you first access these save points, each bird has his/her unique phrase that they will say towards you or someone within your party. One phrase that you will certainly come across while playing the game is…
”Well now, you’re one handsome looking fellow. You here to take a dip with me into the sea of lust? Or do you want to save?” Didn’t I tell you this game had its weird moments?

In the mist of all the action going on in Wild ARMs 5, players will notice that the action within the game progresses at a brisk pace. Though most of the game has you going from town to dungeon, back to town; you are always learning a new bit of information, including the fact that Dean is a player. I mean all the women of the traveling party love him in some way. The soul purpose of the dungeons is to acquire certain items, access new lands and clear the area of certain evil by dispelling 3 to 4 bosses. But in the event you get loss, the save points, including the awkward birds, offer hints as to what you should be doing.
The Hex Battle System within Wild ARMs 5 uses a small grid with one space in the middle, surrounded by six similar hexagons… hence the name. Three of the surrounding hexagons have one of four element properties (Earth, Water, Fire, and Wind), which can be used to exploit the weaknesses of your enemies and vise versa. Within the early parts of the game, the enemy A.I. is equivalent to mindless zombies, which can be defeated without the real need to utilize the element hexagon spots. When you get further into the game, around level 30 and upwards, enemies are much harder, requiring some sort of strategy when battling them, sometimes either trapping them into a corner or blocking off a hexagon they could use to kill you quickly. But if you did somehow meet your death during battle, there is no need to worry, the game gives you the option to re-enter the battle you were in, or quit out the game and reload your saved data.

To even consider advancing through the game without having your butt handed to you is to develop your cast of characters through weapon and clothing upgrades, leveling up, and through strategic use of the mediums. The use of mediums (sea, sky, mountain, and sword) allow for certain abilities and magical powers to be used in battle. These abilities range from regaining health during a fight, or even performing critical hits on a fly. As you acquire new party members along your journey (Greg, Chuck, and Carol), you are open to new special attacks utilizing two of the three party members on screen. Just one word of caution, make sure you have at least one member of your active party with the ability to heal on the fly.
Looking at Wild ARMs 5, you can see that this isn’t one of the most visually impressive titles to grace the Playstation 2 console, but it does manage to hold its own. Each character is styled and designed in a unique way. Rebecca is seen as jealous, but reserved person, Dean would be a big ball of energy and wisdom, and Avril is seen as unsure of herself, but possesses power within her. Through cutscenes and onscreen dialog, we see these traits come to life within the characters, something that isn’t easily pulled off in most games. Looking at the overall project, you can easily see that the most attention was paid to the story and the gameplay mechanics. The in-game menus are full of acronyms, numbers, and weird meters, which provides more substance than style. I would say the saving grace to this section of the game comes via the over-the-top special moves that the characters can pull off in battle. An example of this is when Dean uses Intrusion, which allows him to attack his enemy twice in a row.

In regards to the sound, there is one too many repeating sound bites. Not saying it’s a totally bad thing, but hearing the same grunts and shouts over and over, especially when climbing polls and ladders, can get a little tiresome. But low behold, the musical score is here to save the day. Various musical tracks are played throughout the game, ranging from steel-string guitar tracks, to combinations of flutes and drum beats.
As we look at the overall picture of Wild ARMs 5, it’s easy to see the bad within the game, but there is so much promise and creativity that keeps this game afloat while others would flop. Though this title wasn’t rush, a bit more time could have been spent polishing up the graphics some more and including more sound bits to get rid of the repetitive nature of the game. Overall, you can crank out a solid 30-40 hours of gameplay, and for those who want to find everything there is within the game, get ready to spend upwards of 70-80 hours, unless you have your trusty player’s guide.
7.5/10
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