ps2.vggen.com - PlayStation 2
Wild Arms Alter Code: F
Review By: Jared Black
Developer: Media.Vision
Publisher: Agetec
Genre: RPG
ESRB: Teen
# Of Players: 1
Online Play: No
Accessories: Memory Card
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When I purchased Wild Arms in early 1997, I wasn't expecting much more than an RPG to pass the time between finishing Suikoden and the arrival of Final Fantasy VII. Instead, what I got is a game that to this day remains one of my favorite RPGs of all-time (just a notch below those other two). Wild Arms mixed a traditional RPG tale, action elements, puzzle solving, and an anime-inspired Wild West setting to create something derivative and yet unique at the same time.

Wild Arms Alter Code: F is a retelling of the original game in the series, using gameplay mechanisms developer Media Vision utilized in the 2nd and 3rd entries in the series. Old-schoolers need not fret however, as the core of the experience, the storyline, remains largely unchanged. Wild Arms Alter Code: F tells the tale of three different adventurers, each with their own motivations, brought together by fate to defend the world against an invading demon race and restore Filgaia to its former glory. Rudy is a wanderer, who begins traveling the world after his grandfather dies. Jack is a treasure hunter seeking an "absolute power", for reasons I won't get into lest I spoil the storyline. Cecilia is the princess of Aldehyde, brought into the fight by invading demons and her desire to be appreciated for more than just being a princess.

So while the storyline is largely the same, there are some changes to how it proceeds. For starters, several of the primary NPCs are now playable at various points in the game. There are also a lot of new minor characters that play significant roles throughout the storyline. Small details in many of the events have also been altered, and the dialog throughout the game is completely new.

Wild Arms Alter Code: F

In the gameplay itself is where you'll find the majority of the changes however. For starters, many of the characters' tools have been changed. Rudy's Roller-skates (allowed him to cross adverse terrain) have been replaced with Mighty Gloves (good for lifting heavy blocks and performing other feats of strengths) and Grenades, Jack's Lighter has been replaced with Jump Boots and a Guitar (the latter summons random battles & unlocks optional bosses), and Cecilia's Tear Drop and Pocket Watch have been replaced by a Change Staff (changes the properties of certain items), Wind Staff (err...blows wind), and Fire Staff (replaces Jack's Lighter in the original game). These changes make sense, in particular the elimination of the Pocket Watch. In the original game it would reset a puzzle; now simply leaving and re-entering the room serves the same purpose. Also, the Tear Drop is still in this game (and plays an important part in the story), only now it's a usable item that serves the same purpose. The overall result is more diversity in the dungeon puzzles, and for the most part they work well.

The tool changes play the biggest role in gameplay, but several other changes also affect it. For starters, only Cecilia now has the ability to summon Guardians. Also, many elements have been brought over from Wild Arms 2 & 3 including the map search system, the encounter system (allows you to cancel some battles before they start), Gimel coins, and a collection of 30 different (and fun) "Puzzle Box" challenges. The map search system is pointless for all essential areas; once you get a very vague "clue" from a NPC as to the location of a landmark the game blinks the proper spot to search on the map. However, if you're patient enough to search every few steps on the world map you can find a number of useful items and optional areas (including the Puzzle Boxes). The encounter system is handy, particularly when you don't really need to level up or are in a hurry to get to a save point. Finally, the Gimel coins allow you to save almost anywhere and restart battles if you die in combat (at a loss of experience points), eliminating the need for save spots inside dungeons.

There are a ton of smaller changes as well, which don't really affect gameplay but are interesting all the same. Among others, these include Jack now acquiring new techniques in dungeons instead of learning them, the elimination of "chapels" for regular inns, and the elimination of equipped armor. The important thing to note is that, for most of the changes above, I had to consult my manual for the original game before I even noticed them. That confirms to me that most of the changes are for the best, since I didn't miss the old way of doing things.

Wild Arms Alter Code: F

Since I like to explore every nook and cranny of the game world, I'm the type of gamer bug testers either love or hate. Unfortunately, they're going to hate me in this situation because I found several bugs throughout the course of my adventure. These included dialog occurring too soon (before the event actually happened), a misnamed guard whose real name (Steven) was in the text of his dialog, and several map glitches. The map glitches were the scariest; portions of the map would literally disappear and swallow my boat or the land I needed to cross on foot whole. In each case I was able to enter and exit a nearby area to reload the map properly, but there are definitely areas on the map where it could happen and leave you stranded. There were other minor glitches as well, including the large view of the map "jumping" up and down the screen when viewed in certain areas.

Graphically, Wild Arms Alter Code: F retains the spirit of the original game while upgrading it to the PS2's standards. Towns have been reworked extensively, to the point where many aren't easily recognized if you're used to the original game's designs. They're still a little small compared to many modern RPGs however. The game employs the same "dust overlay" graphic effect employed in Wild Arms 3, although it eschews that game's cel-shaded look for a more conventional one. Dungeons look fairly average with repetitive areas and mostly empty rooms, but indoor environments in towns are nicely detailed and the battle effects are sufficient without being overbearing. Character models are a little blocky by PS2 standards, but animated well enough.

The music is largely remixed versions of the original's soundtrack, with a Wild West feel and many being quite catchy. The sound effects are largely borrowed from Wild Arms 3, with some also found in the original game as well. The absence of voice acting stands out as somewhat antiquated in this day and age.

Bottom Line:

Wild Arms Alter Code: F is a solid RPG with a compelling storyline, interesting characters, and plenty of challenging puzzle-based gameplay. Even if you played the original, thanks to the incorporation of many elements from later games in the series Wild Arms Alter Code: F is worth playing all over again. Media Vision did a great job incorporating the series' new elements into the original game's storyline, and this retelling is definitely a nostalgic trip worth taking.

Pros: Cons: Final Score:
  • The original Wild Arms has remained a beloved title among RPG fans, and this remake retains that same spirit.
  • Most of the changes are for the better, particularly in the new character tools and encounter system.
  • The Puzzle Boxes are fun diversions.
  • Excellent soundtrack.
  • Several bugs and glitches that ranges from potentially dangerous to simply annoying.
  • The search system is somewhat superfluous.
 8.5 

Posted: 2005-11-14 22:24:28 PST