Wild Arms Alter Code: F (PlayStation 2) review"Wild Arms Alter Code: F combines the smooth play mechanics of Wild Arms 3 with the original's promising storyline... but it's not a re-hash. From reinvented dungeons to exponentially superior character development, Alter Code F distinguishes itself from the original and deserves its own praise." |
The original Wild Arms is the game that most influenced my decision to buy a PlayStation. I had been a console RPG fan even before the SNES was released, and the game looked like a charming 2D adventure with then-spiffy (but now-laughable) 3D combat scenes. Most of all, I was enchanted by the thought of anime intermissions — something that was sorely absent from most Saturn games. When I actually saw the Wild Arms opening FMV running on a Babbage's video monitor, my heart skipped three beats.....
"Hot diggity, that's EARNEST EVANS!"
It was actually Jack Van Burace, who just so happens to also be a blonde, wild-haired, leather-jacketed treasure hunter like Earnest Evans.
Extremely Interesting Note: Wild Arms also stole Earnest Evans' trademark cheek bandage, but they cleverly placed it on the other hero: a strapping young lad named Rudy.
Unfortunately, even though the game's first two or three hours were tightly-woven brilliance, Wild Arms strayed in too many directions and ultimately unraveled into a series of barely connected subplots. I didn't care about hastily-introduced and poorly-developed characters like Calamity Jane. Many dungeons seemed irrelevant to the main story, as though their only purpose was to provide me with yet another guardian beast (who would then be shelved amidst the other twelve). Furthermore, the game casually shuffled so many villains around that I kept forgetting Zed and Zeikfried were different people.
Wild Arms Alter Code: F fixes most of that. Basically, it combines the smooth play mechanics of Wild Arms 3 with the original's promising storyline... but it's not a re-hash. From reinvented dungeons to exponentially superior character development, Alter Code F distinguishes itself from the original and deserves its own praise.
As before, this samurai/sci-fi/Western hybrid (which somehow feels natural instead of gimmicky) begins with a series of three playable prologues, each focused on a single character:
Rudy Roughnight, the shotgun-toting boy who slaps little kids around but never says a word during the entire game. This "silent hero" schtick doesn't work when there are three joint leads. He's supposed to be the main character, but the silence makes Rudy feel like some guy who was tacked on at the end just to fill up the player's party.
Jack Van Burace, a grizzled tomb raider with a surprising capacity for swordplay. He's tormented by traumatic memories, but never talks about his past. I love this guy... in a purely platonic way.
Cecilia Raynne Adlehyde, quiet princess of a dying kingdom. Her heart is pure, but not naive; she understands the world's misery and yearns for peace. She's pretty.
After their individual chapters, these three heroes band together to take on the evil being known as "Mother" and save the world. Despite this comfortably predictable set-up, Alter Code F's puzzle-based dungeons, intelligent battles, and cinematic sequences are delightfully fresh.
Starting with Rudy's first foray into a nearby cave, it's apparent that Alter Code F has done more than just visually update old dungeons. The layouts and puzzles are entirely new, and many of them are designed to take advantage of the fully-rotatable 3D perspective. For example, while Rudy might need to climb a ladder to reach a platform above him, he'll later RAM HEADFIRST into that same ladder, knocking it down to form a makeshift bridge across an otherwise impassable pit.
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Staff review by Zigfried (December 24, 2005)
Zigfried likes writing about whales and angry seamen, and often does so at the local pub. |
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