Saturday, May 4, 2024

Wild Arms: Standard JRPG - Bogged Down By It's Simplicity and The Design Trends of it's Time




Wild Arms is one of those "hidden gems" I've heard of for awhile. Framed as this often looked over JRPG worth the time and consideration of gamers, unfortunately eclipsed by the release of Final Fantasy VII. I am curious of how it got this reputation. I hate to make accusations like: "People are blinded by nostalgia" because those same words have been used to disregard some of my own favorite pieces of media but I earnestly cannot help but feel that way after having experienced Wild Arms and what it had to offer.

During the half way point of my playthrough I had this feeling that my ending thoughts of the game were going to be something along the lines of: simple story, simple combat, but tight and not too difficult - makes for a nice casual playthrough for JRPG veterans or a beginners entry for those new to JRPGs. However three core things come together to make the experience begin to falter and really drained me by the end. These three things being:

1. The Encounter Rate
Wild Arms has an impressively high encounter rate. I am talking every few steps sometimes.

2. The Slowness Pace of Battles
These battles can be painfully slow. The worst example of this happening with enemies who inflict       status ailments, further slowing down the battle with LONG spell animations and wasting your            subsequent turn healing the conditions.

3. The Labyrinthian Dungeon Design
This should be a HUGE positive for me. I love dungeons - they are some of my favorite parts of            RPGs

Wild Arms has some incredibly interesting and fun dungeons. Puzzle focused with each character acquiring a number of tools to provide different layers and types of solutions to the puzzles within each dungeon. On top of these neatly designed puzzles comes these maze like corridors that test the player's awareness and memory - filled with a great amount of treasures that are always helpful and never feel like a waste during your playthrough. Seriously fantastically designed areas that are brain scratching and feel like more than just padding. If only you could explore them without so much struggle. When your dungeons are long and they are sprawling the worst thing you can do is make a player unable to explore them and take note of their environment. I had a reoccurring problem in Wild Arms where I was unable to create a mental map of the area I was exploring because of the amount of time I spent in battles. I would begin exploring an area, only to be hit with a random encounter, this battle would take a minute or two, then I would take a few steps and then be hit with another random encounter, after which I would retrace my steps a bit refamiliarize myself with where I was because my mental map of the area had began to blur after spending so much time in battle. Rinse and Repeat this process until I completed the area. This high encounter rate is further exacerbated by the fact that Wild Arms is simple. The battle system could even be called brain dead. I don't hate this on the surface- sometimes an affair of: Pick your strongest attack --> Heal when needed --> Repeat, is what I want. But for the battles to be this simple yet take so long only serves to bore the player. This boredom became frustration when these battles kept me from progressing and feeling like a master of my environment with the dungeons. 

I wanted to enjoy the game - but the game found it necessary to keep me from experiencing it most interesting aspects.

Wild Arms has ambition. It feels like it has some ideas it wants to show the player. The whole project feels like it comes from this place of excitement and inexperience. The wild west flavoring is inspired but is underutilized - the game largely feels like a standard JRPG fantasy - but with sprinklings of the steam powered machinery. While everyone is using Swords and Sorcery your main character will occasionally pull out a FUCKING ROCKET LAUNCHER. Its charming - but it doesn't go far enough. The designs of enemies are wild. Very little standard JRPG monster fodder - many of these creatures are terrifying or wacky beyond description.

Bird with metal hands and spiked purple shoes

Lizard Plant Maneater thing with tendrils???????

They have a Flatwoods Monster! This is one of my favorite things ever! You have to understand how much I want to like this game.

Even the big bads have these really interesting designs - some of who fall into the realm of ninjas - super off kilter in comparison to the demon dark knights. I feel its obvious that the team had unique ideas and wanted to implement them into their own RPG but the ideas themselves never get to have the proper spotlight they deserve because of the simple combat and the high encounter rate that was typical of older JRPGs. Rebalance and tweak some numbers and this game could work so much better. Truly a shame.