In addition to great gameplay, Wild Arms 2 has an engaging story, far more complex than that found in the original. This means that the encounter is inescapable, and you will have to fight. Sometimes, if the enemies are powerful enough, you will get a white question mark in a red balloon. This is especially useful if you are trying to solve a puzzle and don't want to lose your train of thought. If it is a black question mark in a white balloon, a quick tapping of the cancel button will keep you out of the encounter. While exploring, an exclamation mark may appear over your character's head in a word balloon. In addition to the innovation of the battle system itself, the encounter cancel system has been introduced. There are other issues that are brought up by some story events, but it would be a crime to explain them here. For example, if you want to heal the whole party using Lilka's Mystic command, it will cost 25 FP, but if Lilka's FP is only at 25, she will lose the ability to cast spells until she regains enough FP to have the minimum FP to once again be able to cast. This can lead to some interesting complications in battle. There are also the force powers, much like those used in the original game, which drain FP. As your FP increases, you can begin to use original powers which require a minimum amount of FP to use, but can be used without penalty continually as long as your FP is high enough. Essentially, as your characters gain levels and take and cause damage, your FP meter increases to a maximum of 100. Gone are Magic Points, replacing them is a highly revamped force powers system. In addition to all the complexities of exploring, Wild Arms 2 has an innovative battle system, light-years ahead of the system used in the first game. You might find yourself stumped for a good while on some of these puzzles, but never driven to the point of insanity.Īnime style character designs never fail to impress. The puzzles are solved using tools like in the previous game, but now there are even more puzzles and more tools, thankfully, there are no ridiculous puzzles that cannot be solved with reasonable thought like the immortal bomb the fourth statue puzzle in the original. The world map alone is not the only level of complexity in the exploration, the dungeons themselves, beautifully rendered in fully rotatable, real time 3D graphics are filled to the brim with increasingly complex puzzles. The complex worlds also adds a great deal to replay, with hidden dungeons and items everywhere, it's hard not to search every square inch of the map to find what other secrets lie in the land of Filgaia. This requires a lot of thinking, but it makes reaching your destination far more rewarding. Later in the game, you will get a radar that will point out locations for you, and you have to figure out how best to manipulate your limited methods of exploration to reach that location. While this makes it take longer to find a location, it adds to the feel of exploring an untamed frontier. The scanner is not even useable until someone gives you an idea of where to look. First of all, no location is visible on the world map until you find it using your scanner, which is activated using the Square button. Exploration in Wild Arms 2 is not only varied in terms of methods of transportation, but in other methods. What must be said before anything else about Wild Arms 2 is that the game features an enormous amount of innovations in exploration. But visuals are not the only thing that makes a game, and Wild Arms 2 has greatness where it counts. Indeed, graphically it is easiest the weakest release of the summer. When the sequel hit on the same summer featuring the releases of long awaited RPG sequels like Chrono Cross and Legend of Mana, and highly anticipated originals like Vagrant Story, Valkyrie Profile and Legend of Dragoon, one wonders how Wild Arms 2 would fare. Given that Wild Arms' focus was mostly on fun gameplay, no one could consider those faults too extreme, and the game has become a sleeper hit. The original also features enormously excessive philosophizing, a dull, cliché plotline, and no ideas that haven't been seen used more successfully on the SNES in Lufia 2: Rise of the Sinistrals. The original game offered 3D battles, complex puzzles, high quality music, and loads of secrets. Somewhere in the massive pile of summer RPG releases came this sequel to Wild Arms, one of the early PSX RPG successes.
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