Wild Arms 3 is a traditional Japanese-style RPG set on a world known as Filgaia
that bears a striking resemblance to the Old West. Filgaia is a barren
world that was nearly destroyed by an invading demon in its distant past.
Now people stick to isolated cities and villages separated by vast seas of
desert and sand. Some intrepid adventurers known as Drifters brave the
wasteland and the dangers found there, and the game's story focuses on four of
these Drifters.
The game opens when Virginia, Gallows, Jet, and Clive all meet on a train as
they simultaneously bust into a train car carrying a powerful artifact.
You then take control of each character one by one as you play through four
separate prequels. These serve to provide you with the background story
for each character, and so that you can learn about the events which led to
their meeting on the train. From there you lead the four as a party on
their adventures across Filgaia.
There are three main aspects to the game, the world map, towns/dungeons, and the
battle screen. When on the world map, you travel across Figaia looking for
towns and dungeons. Most of the dungeons are hidden, and you must use the
game's search feature to find them. This feature is actually one of the
game's most annoying points, as the world of Filgaia is large and you are only
given the vaguest of indications as to where hidden locations can be found.
Confounding this problem is the fact that like a lot of Japanese RPGs there is a
tremendous amount of combat in the game. It can be frustrating to try and
locate a dungeon somewhere in a relatively large area when you are being
attacked every ten seconds or so. Granted the game does provide a
mechanism for avoiding combat, but you only can use it a limited number of
times. After that, you must fight more battles to earn the ability to
avoid them again.
Once
an encounter occurs and you move to battle, you are taken to the 3D battle
screen. Combat in Wild Arms 3 is strictly turn-based, with each combatant
acting in turn each round in an order based on initiative. Your characters
each have their own weapon, a gun known as an ARM. Virginia fires a
relatively weak pistol, but makes up for it by firing two at once. Gallows
is armed with a shotgun, Jet with a submachine gun, and Clive with a sniper
rifle. The weapons have limited magazines, but spending a round defending
will allow you to reload your weapon from an infinite ammo supply. In
addition to the firearms, characters can draw upon special skills and spells
that are paid for by spending Force Points. Force Points are generated by
taking and dealing damage, and by consuming special items, so you'll need to mix
your attacks in the longer battles.
The battles themselves take place in 3D, with a camera that pans, zooms, and
rotates with the action. Between rounds, your characters and the enemies
move around and jockey for position. All this movement does not really
have an effect on combat, but does serve to make things a bit more exciting.
The animations look very good, with each monster and character having their own
distinctive moves that reflect their personality. The environment in which
the encounter takes place has an effect on the look of the battle screen, be it
desert plains, stone dungeon, or an encounter on horseback. The latter is
certainly fun to look at, but when you get down to it, it is essentially the
same as combat on foot.
There are a wide variety of enemies in the game, and it can be challenging
determining their weaknesses and how to approach battles with each type of
enemy. However, since there are so many battles to fight, you'll find
yourself facing some of the same opponents over and over again when exploring
the same area. Since each battle can take a little time to complete, this
only serves to create a feeling of tedium at times. If only the monsters
could leave you alone for five minutes so that you can do a little looking
around...
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