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PLATFORM
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Xbox 360
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BATTLE SYSTEM
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INTERACTION
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ORIGINALITY
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STORY
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MUSIC & SOUND
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VISUALS
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CHALLENGE
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Moderate
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COMPLETION TIME
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35-45 Hours
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OVERALL
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Click here for scoring definitions
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When the Xbox 360 originally launched, Microsoft tried to cater to
the Japanese fan base with games like /Dead or Alive 4./ However,
another title was being produced for the Japanese launch, but it was
ultimately delayed. The game was /[eM] -eNCHANT arM-/,/ /simply renamed
*Enchanted Arms* for western audiences. Created by From Software, makers
of the Lost Kingdom games and Armored Core series, /Enchanted Arms/ was
the first JRPG for the 360 and was later ported to the PS3. However,
first is not always synominous with "best."
To start on a good note, /Enchanted Arms/ does have one thing going
for it. While its battle system is not ground breaking, the system is
solid. Random battles are held on a quickly loaded 4x6 grid. The grid is
broken up into two separate sides. Both enemies and characters move
around on their side of the grid in order to properly position attacks,
which have a certain range on the grid. By positioning characters,
both sides can minimize damage by using a cover system. Characters
behind another character will take only a fraction of the damage. This
adds strategic importance to both a player's attacks and attack
formations. Furthermore, a six element system is in place: fire and
water, earth and wind, and dark and light. Elemental attacks work well
on their opposing element, but this is a double-edged sword as, after a
fire element character has pummeled a water element character, the same
water element character can return the critical attack damage. Other
issues like status effects also make battles, particularly boss battles,
feel very strategic.
Yet the battle system is flexible. While random battles are frequent,
the game provides a few saving graces to make sure battles do not drag
on too long. The first is a fast forward button, which can be used to
speed through the cinematic yet repetitive battle animations. A second
feature is an Auto-Turn command. The Auto command has the computer
control the party for one turn, and the AI is smart enough to make
decent attacks patterns. While many will ignore this feature, the Auto
command is useful for grinding or when a player simply becomes fed up
with encountering the same enemies over and over. The Auto command is
not advisable for the more challenging boss battles, but it is a saving
grace for random battles.
During the course of the game, the player will build up a team of
Golems. To anyone familiar with monster collecting games, Golems will be
nothing foreign. Each Golem has a unique move set, which unfortunately
can not altered. However, Golems can be augmented stat-wise with SP
points earned in battle. This causes players to constant weigh the
importance of their Golems as the game progresses. The player can have
eight Golems in the party at a time, though only three can be brought
into battle at a time, and all Golems not in the party are sent to the
store and can be exchanged for later. However, Golems are mostly
optional. About ten hours into the game, three human characters will
join the main human character. The difference between humans and Golems
is the amount of customizable options. Human characters can be augmented
like Golems, but humans can also learn new abilities and swap out skills
at anytime. Ultimately, the Golem system can be skimmed over. For those
that do like the Golem system, Golems can be used in the casino to earn
extra TB (the game's currency) and can be battled against other players
over Xbox Live.
Princess, check.
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In the sound department, /Enchanted Arms/ does not exactly stand out.
The soundtrack is nothing to write home about, but the music is not
terrible. It is merely forgettable. Other sound effects are present,
like footsteps. The sound effects are accurate and perform their
function well. /Enchanted Arms /also starts out with the option to
choose either English or Japanese voice acting. While most would choose
English, Japanese voice acting would be a wiser option. The English cast
is terrible. The English voice actors uses odd, often offensive,
stereotypical accents, and many names, such as Karin, will be pronounced
differently from one line to another. While the Japanese cast is not
great, it is preferable over the low quality English cast.
To be frank, /Enchanted Arms/ is not original. While some of the
features do feel fresh, the whole package is more than cliché. Anyone
that has a background with anime will quickly recognize most of the
character archetypes present in the story. The characters are not only
archetypes, but they are also exagerated to great extremes. The story
falls prey to being predictable as well. Most players will quickly
figure out the gitz of the ending half way through the game. Over all,
the creative aspects were all used for the gameplay.
As mentioned, /Enchanted Arms/ has a pretty mediocre story. The game
starts out in the city of Yokohama, one of the three major cities in the
world. Atsuma, the main character, attends Enchant University with his
friends Toya and Makoto, but unlike the other students Atsuma can not
enchant but instead absorb ether through his mysterious right arm. As
the game progresses, the evil Queen of Ice, a Devil Golem, is awoken,
and Atsuma becomes part of a larger-than-life plot to stop the Queen of
Ice and save his friend Toya. Atsuma becomes the generic hero in the
quest from point A to B, assembling a team of humans and Golems along
the way. While the story picks up at the end a bit, most fans of JRPGs
will find the over all plot something seen elsewhere and pulled off with
more style.
Balrog... check?
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As a new generation game, /Enchanted Arms/ does not fail in creating
eleborately detailed character models or backgrounds. Each human and
Golem looks quite sharp, rendered in a semi-realistic style. Backgrounds
also show rich texture, but the environments themselves are static.
Though beautiful, the world of /Enchanted Arms/ is very boring. For most
dialogue, two character models talk to each other on a splitted screen
with a dialogue box running across the bottom with a generic background
of their environment. The models are still rendered in their richness,
but they are stilted by the limited range of emotions the models use. In
/Enchanted Arms/ this old style of dialogue truly feels archaic.
Meanwhile, most major scenes are preformed in high-quality FMVs, which
feels like an odd contrast to the way dialogue is handled.
For most fans of JRPGs, /Enchanted Arms/ will not present much
difficulty. Even those unuse to JRPGs will find the game to be
managable. Random battles are rarely challenging, though the game will
through the occasional fastball. Boss battles are easily the most
difficult part of the game, but the strategies for bosses are never
really outside of the box, and most players will realize quickly the
necessary methods to win. /Enchanted Arms/ is also not very long when
compared to several other console RPGs which can absorb months of
gameplay. However, this is by no means a bad thing. /Enchanted Arms/
will last a litle less than 50 hours, and this length fits the game
perfectly.
Overall, /Enchanted Arms/ is a mixed package. Half the game feels
well polished, but the other half leaves something to be desired. In the
end, the good and bad equal out, leaving a balanced but lack-lust
experience. However, /Enchanted Arms/ does get the job done. It helps
set the standard for JRPGs for this new generation, and it is by no
means a regrettable experience. For RPGamers with a 360, /Enchanted
Arms/ is a decent addition to a player's library. While it can't beat
its predecessors (Blue Dragon, Eternal Sonata, or Lost Odyssey),
/Enchanted Arms/ is not a bad game.
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