Reviews from

in the past


wild arms 2 is one of the best ps1 JRPGs and it's sad how a poorly made english translation and the most unreadable font of all time keep me from fully enjoying it

wild arms 1 is love at first sight
wild arms 2 is that guy your friends introduce you to because they think youll get along great and you do at first but then the more time you spend with each other, the less you like each other and you cant fully bring yourselves to dislike or hate each other because that would hurt your whole friend group so you tolerate each other and act like friends but deep down the both of you resent each other, your smiles are all fake and you wish you never met him but you cant seem to get rid of him either and its eating you up inside

The only complaint I have about this game is its translation.

The only thing keeping this from being one of the best RPGs ever made is the shoddy localization.

coming off of wild arms 1 it was interesting to see what they changed and what worked and what didn't

i had a lot of fun playing and the game has a lot of pretty high highs but those lows really kicked my ass and made me wanna stop playing

to name a few: a lot of the dungeons are just complete hell, the battle system is still really simple and easy to a detriment, the translation is written really dry and boring, the story pacing is kinda bad, the puzzles can be infuriating..

still, i had a fun time playin thru it. nothing wrong with some classic ps1 jrpg slop. also i did a 100% run and filling up the monster album was complete torture, i would not recommend doing that at all


this game has me using every fiber in my body to not make it a 5 star despite the fact that i have some parts in this game that i really did not enjoy but the peaks in this game are the greatest stuff ever, another thing that really hold this pure gold back is the fact that the translation really goes into the gutter of quality with some parts of it really not looking that good, also this applied to the first game as well but i'm so excited to get round to wild arms 3 cause i really struggled with this games font i hate it,. btw if your gonna play through this game use the undub patch there's nor voice acting in the game and it just gives you the version of the ops and eds with lyrics which op1 works fine with but op 2 and the eds are really help with the lyrics. i liked wild arms 1 and i think the overall package there is a lot better but this games peaks in the plot and themes are the best shit ever.

Also that final boss rocked

I have mixed feelings on this game... it has been such a long time since I played it, so I can only really go based on my memory of the overall experience... and I remember enjoying it enough to beat it. So that's something.

Again, I loved the Wild West setting and the music. That carried me through it for the most part. But all-in-all, I think the beginning to middle sections of the game, I had a good experience with.

However, the feeling I was left with at the end was that of frustration and anger. Maybe it can be chalked up to me being a dumb kid, but the puzzles in this game pissed me off... especially near the end game. It felt like I was stuck in dungeon hell multiple times. The story didn't do much for me towards the end either.

Honestly, the US instrumental version of the main theme is way better than the Japanese vocal theme. Fits the whole space western motif way better: https://www.youtube.com/watch?v=KkI2-r7PkLY

los diferentes puntos de vista de lo que puede significar ser un heroe

I clapped when Ashley became a Kamen Rider

certainly has elements of symphogear written in it (the writer of this wrote symphogear and this game) and the gameplay has improved much more than the 1st, but it's still rusty in parts like certain personal skills being straight up useless like the status resistances that work against only on normal enemies. Wild Arms 2 also goes strong with the wild west theme yet again while mixing in fantasy jrpg tropes making it a good experience. However, the writing falls off the rail by disc 2 to the point where it makes disc 1 worthless. I dont love the plot as much as the 1st game, but I think it's good.

Wild Arms 2 featured stronger story elements and a slightly better realization of their tools system. The plot and characters displayed a greater sense of maturity that strayed from their medieval fantasy JRPG roots, approaching more personal, profound themes.

In my pursuit to play more of this series as well as more PS1 RPGs, after I finished Wild Arms 1, I hopped straight into Wild Arms 2 (or as it’s called here in Japan, “Wild Arms 2nd Ignition”). Wild Arms 1 had a lot of potential, and given that it came out three years later, I figured the sequel had a lot of opportunity to fulfill that potential. RPGs as a genre evolved quite a bit between 1996 and 1999, after all. I was partially right and partially wrong, it turns out ^^;. It took me about 44 hours to complete the Japanese version of the game on real hardware.

The narrative of Wild Arms 2 is kinda a narrative sequel to the first game, but mostly not. I guess it’d be more accurate that it takes place in the far flung future of what was perhaps an alternate version of the events of the first game. In this distant future Falgaia, our story begins by following the stories of Lulika the crest sorcerer, Brad the convict, and Ashley (who is a boy) the soldier. With the opening being Brad sent to maximum security prison, Lulika helping out a struggling frontier town, and Ashley both becoming a war hero and then getting transformed into a horrible monster, things promise to be quite interesting as the three of them are recruited by a mysterious Count Irving into a special military unit: ARMS (Awkward Rush & Mission Savers (yes, really)) to take on the evil terrorist group Odessa.

Just from that brief little synopsis of the first seven or so hours, you probably already have a pretty good impression that Wild Arms 2 is a narrative that is trying to do a LOT, and you’re right. This isn’t even the tip of the iceberg (there are even two more main characters and an optional extra one who I didn’t even mention in that summary. Wild Arms 2 is a story about heroes: Who is viewed as a hero? Who gets to be a hero? How does a hero relate to their government or their society? How does a world in peace time handle the heroes who brought them that peace? It promises some pretty interesting setups at the start, but it proves woefully inadequate to fulfilling the task of delivering on those promises.

On a very base level, Wild Arms 2 has still not solved the problem it’s predecessor had in terms of the narrative being far too blunt (to the point of feeling patronizing) in how characters express who they are and what they believe. We still very much have a lot of “I am [NAME] and this is what I believe and this is why I believe it” dialogue, and that is barely an exaggeration. However, given that Wild Arms 1 was more of a character-driven piece without much focus on larger philosophical or political themes, this was a bit more easily ignored, and its narrative more or less worked (at least for a game from 1996). Wild Arms 2 on the other hand, which actually does try to have a very politically and philosophically focused narrative, is hit much harder by this inability to be subtle. It leaks into virtually every aspect of the writing as well, with characters talking like philosophy majors almost constantly to the point that they do a very poor job of actually feeling like real people. It’s difficult to empathize with or try to read much nuance into characters when they all feel like living philosophy textbooks. I’d estimate at least half if not more of the dialogue spoken by our main characters has this feeling, and while it starts off somewhat charming, it gets grating and boring far before the end of our narrative.

This problem is compacted even further by just how poorly Wild Arms 2 is at even exploring these themes. Characters like Brad feel woefully underdeveloped via their actions despite the amount of text that tries to convince us otherwise, and characters like our last main party member feel incredibly rushed and poorly portrayed with how weirdly late they join the party compared to everyone else. The game is far too attached to its few big important set pieces, so it takes almost until the end of disc 1 for any catharsis towards fighting our antagonists to take place either, and these antagonists also have the misfortune of feeling both far too verbose and paradoxically far too underdeveloped to really have much to contribute thematically. While all of that very terminology-heavy dialogue can be quite difficult to sift through at times, one nice thing about the game being so straightforward with its ideology is that it’s actually very clear that they simply have no idea what they’re talking about.

This is a story that ultimately has no idea what heroes are or how they relate to society. I’ll admit that it has some very interesting points to make about how heroes are just as much contributors to society as they are scapegoats to society’s problems, but there just isn’t a unifying ideology behind all of those ideas. At the end of the story, we’re left with a world almost identical to the one we started with, and the only things really different are that a few people are dead and the world ending threats have been dealt with. For a game with so much to critique about heroes and society, it is actually one hell of a pro-status quo piece of fiction. It has societal critiques, yes, but in just how aggressively it fails to imagine a world not entirely defined by what it is critiquing, we’re left with a piece of fiction that feels extremely performative in the ideas it’s presenting despite the earnestness with which those ideas are often delivered. Whether this is down to the author’s bad politics (which I would say is at least partially true) or simply his inability as a writer is impossible to say for sure, but what I can pretty easily say for certain is that what he wrote for Wild Arms 2 makes for an experience that is as bloated textually as it is underwhelming thematically.

Mechanically, Wild Arms 2 is also quite a mixed bag compared to its predecessor. On a very base level, we still have a very straightforward turn-based RPG. However, there have been quite a lot of interesting new mechanics thrown into the mix to try and make something a bit more engaging. There are a few quality of life changes carried over and/or enhanced from the first game. For example, you can still equip items mid-battle and have it not consume a turn. Given that your party is now more than three members, however, they’ve extended this into also being able to swap characters between the fighting and reserve members all without consuming turns as well, which is also nice. We’ve also kept our tool-based dungeon exploration, and while it’s still hardly Legend of Zelda, this Lufia 2-style item use in dungeons does help mix things up a bit (even if this game still has some puzzles that are ungodly difficult and/or have no qualms about wasting a LOT of your time, very much like the first game did).

They’ve also tossed a few interesting gimmicks into world and dungeon exploration as well. As far as world exploration goes, instead of using the whole narrative contrivance of like, “Oh there are a pile of sheep here who don’t want to move, so you just can’t go in this dungeon yet”, we have the dowsing system. On the world map, you can press square to let out a ping, and if there’s a dungeon (or hidden item) nearby within the radius, it’ll appear. The interesting part is that you’ll only uncover a dungeon if you know about it (or it’s narratively time for you to be able to access it), so no going anywhere early. It’s a bit absurd at times how you apparently just can’t see the massive tower that’s allegedly in front of you yet, but it’s a clever design feature regardless. They’ve also given you the ability to avoid most random battles. Before an encounter, a little exclamation mark bubble will appear above your head. If it’s white, pressing X (or doing any action like using a tool or opening your inventory) will avoid the encounter. You still can’t avoid the red exclamation mark bubble encounters, but they stop appearing if you’re a high enough level compared to the enemies around you. It’s another very smart step in making the game just that much nicer to play.

The biggest new change, however, is that MP is completely gone. In its place, the FP (Force Point) system from the first game is now doing double duty. Force Points are gained by dealing damage through normal attacks or taking damage yourself. Like in the first game, you will unlock through the course of the story new Force Abilities of rank 1 to 4 that consume FP in multiples of 25 (level 1 consumes 25, level 2 consumes 50, and so on). However, now all of your spells and special abilities are also now linked to FP, but very importantly they do not actually consume FP. For example, your basic heal spell has a 5 FP requirement. As long as you have at least 5 FP, you can cast heal as many times as you want and it never consumes FP. Only your big Force Abilities actually consume FP. Removing MP is a very noble endeavor, as it means you get to let loose a lot more in battle, but it has a lot of unfortunate side effects too.

First of all we have quite the double edged sword of being able to go as all out as you want in every battle. Because few resources are truly scarce, this means we run into the problem that encounters are eminently solvable. Once you’re powerful enough to just be able to wipe out your enemies before they can get a turn, there’s no reason not to just do that every time, and as the game isn’t terribly hard most of the time, this means random encounters start to feel very time wasty very fast. Additionally, not every character is benefited equally by this bonus. Particularly Ashley and Brad who have their special guns which require ammo, they get no such benefit, and their freedom from MP matters very little when they’re still very much limited by how much ammo you have.

While we’re on the topic, the guns (also confusingly still called ARM weapons just like they were in the first game, but no relation to the ARMS group you’re now a part of) really feel like a mechanical afterthought. Whereas in the first game every gun had a limit of upgrades, it was more along the lines of “every gun can have its power, accuracy, and ammo pool upgraded X-many times”, and it made for a nice money sink in the end game, now all guns can only be upgraded ten times across all upgrades. This means that Ashley in particular, who lacks a Force Ability like Rodi did in the last game or Brad has in this game to make the gun they fire next have a 100% chance to hit, has his guns double worthless. Not only will they always be some combo of either too weak or too inaccurate due to this baffling new constraint on their power, but given the super form Ashley unlocks quite quickly that he needs a full Force Power bar to activate, it makes his non-FP generating guns all the more worthless. Brad’s guns already feel like a poorly balanced afterthought compared to other character’s special abilities, but Ashley’s really feel beyond pointless and very poorly considered as a mechanic.

Speaking of balance, now seems like about a good a time as any to talk about balance. Wild Arms 1 had a decent overall balance. While some bosses were awful difficulty spikes that you had to just get lucky to beat, it had an overall decent difficulty balance if you used your buffs intelligently and kept on top of your healing. It was still overall a bit too easy, as the same strategies worked too often on most things, but it at least required some thought. Here, as Wild Arms 2 seems to love doing with all things, we have that same problem from the first game but amplified even worse.

First of all, we have to mention the personal skill system. Every level up you get, you get a personal skill point, and these can be spent at personal skill point stores to give yourself passives. There are all range of passives, but some demand getting as soon as possible while others are basically worthless, and which are the former and which are the latter aren’t always obvious. Sure, it’s obvious that you should get the skill to increase the amount of HP you receive on level up as soon as you can, but it’s a lot less obvious that you’ll need the passives to decrease incoming physical damage and then the ones to do the same for incoming spell damage as soon as possible too. If you don’t have those passives (and even if you do, quite frankly), there are a lot of bosses that are absurdly hard and it feels like you can really do nothing but get lucky enough to damage race them successfully.

This is then further amplified as a problem in that, while you can buy basic healing items at the start of the game, after the third or fourth dungeon, they completely disappear from shops. You can actually never buy HP healing items of any strength after that point, and you’ll need to get any you might want by grinding them off of enemies. And remember, MP also doesn’t exist, so there’s no healing yourself with spells in between battles either. Combined with how this game still lacks FF-style tents to full heal outside of inns (and also STILL somehow lacks the ability to save on the world map), this is a really mean spirited obstacle that feels like a very unfair disadvantage to the player. Having to ration your healing items like it’s some sort of survival horror game (when the rest of the game really isn’t set up in a way to encourage that) just flat out sucks, full stop. Being that you have no worthwhile consumables to buy nor do you have really meaningful gun upgrades to buy either, it means money overall is damn near worthless the entire game. Being unable to buy more healing items doesn’t make the game particularly harder and it certainly doesn’t make it any more fun. It just makes it more frustrating, and it’s easily the biggest impact on the game’s already very needlessly mean difficulty curve.

Aesthetically, this is a pretty well done game. It’s got some noticeable loading times. They’re not particularly bad, but you will almost certainly notice how long it takes to get to the world map compared to some other games, and it can be a little grating here and there. Still, character sprites in locations look very nice and have a ton of character to all of their little animations, and 3D models and monster designs are very cool and well done too. The music is also, once again, absolutely excellent, and not slacking on the music is thankfully one thing this game absolutely has in common with its predecessor.

Verdict: Hesitantly Recommended. The fact that I’m well aware that the English translation of this game is infamously awful does affect this recommendation level somewhat, but only slightly. Even if the English translation were stellar, I couldn’t recommend this game any higher if I tried. It’s a thoroughly middle of the road RPG in an era where there was no shortage of absolutely stellar RPGs either already out or about to come out, and there’s really just not a ton of reason to play it. It’s not an awful game by any means, but with all of the other PS1 and PS2 RPGs out there you could burn 40 hours on, your time is simply better spent elsewhere.

the translation is so AWFUL but the game itself is a lot of fun! it's a HUGE improvement over the first game!

The only thing keeping this from being one of the best RPGs ever made is the shoddy localization.

The opening anime cutscene in this game is killer. The battle system is pretty slow these days, but it's okay otherwise. I really like all of the dungeons with puzzles in them and the tools you get to interact with the environment. It's a real shame that this game has a pretty bad localization.

Wild Arms 2

Boff, vaya puto juegazo, top JRPGs que he jugado la verdad. Me han encantado todo del juego la verdad (menos la última mazmorra).

Es que vaya momentazos tiene... Y el final...

(10/10)

Me ha flipado, y ahora tengo muchas ganas del 3 a ver si siguen así.

This review contains spoilers

Everything positive about the first game, with a lot more. Environments are fairly typical for RPGs of the era, as is the writing (with a few very strange choices, like implied incest) and the translation (that led a lot of North American fans to believe one of the protagonists is gay). What was fairly unique for the era was the tone - the world you live in is dying, and there's not really anything to be done beyond living life; people suffer, tragedies happen, and "heroes" are an ideal that nobody should strive for.

A huge portion of the plot focuses on the nature of heroism and self-sacrifice. The plot begins with Ashley, a young man who dreams of being a hero; Lilka, a young woman who wants to become as memorable and good as her older sister, a prodigy magician; and Brad, a veteran who is under pursuit as a fugitive for his role in a recent war (for which he earned the title of "hero" to some). After completing each character's prologue, Ashley quickly finds his destiny in ARMS, initially a military squadron designated to solving politically complicated problems but later a specialist anti-terrorist squad.

As the plot continues, Tim (the designated sacrifice of what is basically the druid village) and Kanon (a woman who has replaced her body with cybernetics to better become the "hero" to defeat an ancient and all-powerful evil) join the party and bring their unique skills to the table. Tim, in particular, is used to demonstrate the futility of sacrificing one's self for a cause - as the "Pillar", his "destiny" is to be sacrificed to commune with the Guardians (Filgaia's resident summon spirits); he politely but firmly refuses, instead deciding to find a new way forward with the rest of ARMS.

The issue with this theme as presented is that the final conflict is, in fact, solved by a character sacrificing himself and his loved ones for the sake of saving the world. While it is more complicated than that, it still feels a bit like it's ignoring what the game has been trying to hammer into the player until then.

Combat is a simple affair. The game gives the player the opportunity to skip weaker encounters, but so long as you don't overuse that in the dungeons you are exploring for the linear story, you won't need to grind (except to get the optional skills for Tim and Kanon). Only a few bosses present a reasonable challenge, though I could imagine a No-Tim run being a lot harder and a lot more fun. Magic is significantly more powerful than physical attacks, especially if the player uses Auto-Battle, where the AI will automatically use whatever the enemy is weak against which is an almost guaranteed OHKO. Instead of MP, the player has FP, which goes up as they take hits and use physical attacks - once they have the FP available to use a skill, it becomes available, and using regular skills does not cause FP to decrease. The FP you start with in battle is equal to your current level - making Lilka and Tim's power balancing a cliff rather than a slope. Tim will almost always move first, has the highest magic attack, and has access to every element, so when he's on auto-battle he will always kill at least one enemy before anything else happens. He also has the only free multi-target heal in the game (which, again, always goes off first and becomes more powerful as his magic skill increases). Again, I think a No-Tim run would be a decent challenge, but as is he kind of breaks the game.

Exploration is probably the most fun part of this game. The puzzles are (mostly) intuitive, with good use of field items and the rotatable camera. The downside is anything that requires a hint from the environment - like other games of the era, the translation makes deciphering those hints almost impossible in some places.

Warning: The final boss fight has your character using abilities that they've never had before in a basically unloseable 1-1 encounter. Taking off half a point for that alone because I want final boss fights to be an actual test of my skills.

Average game, but I would wholeheartedly recommend it to anyone looking to get into RPGs for the first time, because the game mostly conveys itself pretty well and it's an easy enough time.

現代の技術でもう一度作ってほしい名作。ヒーローかくありき。

It's pretty funny how much of this game was reused in Symphogear. While I have a lot of nostalgia for WA2 and it does some cool things for a PS1 JRPG, you're better off just watching Symphogear instead, since you don't have to sit through tons of bad PS1 JRPG gameplay to enjoy it. And it has yuri.

With many >25hour games I play, there comes a point usually about halfway through when playing the game starts to feel like a chore and I have to decide whether to push through or move to another game. Wild Arms 2 has probably claimed the record of how quickly I got to that point, thanks to its displaying so many of the same idiosyncracies as the first Wild Arms game (blocky graphics, ugly fonts, generally unengaging combat, shoddy translation). Add in a cocktail of fresh issues (the tedium of needing to 'search' for locations on the overworld map, and the terrible rotational camera angles that turned exploration from a joy into an annoyance) and the game turned into a chore for me somewhere as early as the tutorial chapter.

(An aside which I need to get off my chest: how bad does the translation get? Well, at one point they straight up put an emoji into a character's speech! It doesn't happen before or after either, the writers just decided on this one occasion for the character to end her dialogue with ":-(". On another occasion, you need to record somebody's voice and play it back later. And they actually translated her spoken line differently both times!)

However, there are some mitigating factors this time around which did make me rather glad I stuck with this game all the way through. While the difficulty leans towards 'too easy' if you know what you're doing, I do appreciate the increased emphasis on status effects (which add a bit of strategy) as well as the multiple ways to build your characters and acquire new skills. Thanks to a larger cast with more available tools, dungeon design is also more interesting than in the first game, even if the puzzles are sometimes rendered obtuse by either the rotational camera or the patchy translation. And finally, while I've ragged on the translation more than once, it does shine in places, with certain heartwarming moments that it somehow handles pitch-perfectly. The writing is more mature, and its exploration of what it means to be a hero and society's expectations of heroes are definitely among its strengths.

I've left its strongest point for last: it's soundtrack is phenomenal. The prominent use of acoustic guitar and its distinctively old-West inflection makes the music memorable enough, but it's also just really well crafted. It might just be one of my favorite Playstation soundtracks and that's high praise indeed.

I still do wish the game were more polished - 3 years between Wild Arms and Wild Arms 2 should have been enough time to iron out more of the original's kinks! And yet this game offered more personality and just enough hints of gradual evolution that I'm interested in seeing where the series goes from here.

basically proto-symphogear in every sense of the word, do I need to say anything else. be warned about the mediocre translation quality though.


Another casualty for my Abandoned list due to save corruption. PS1 did not like keeping saves proper. I got to the final dungeon, saw a save point, was going to quit for the night, decided I'd just walk to the room on the right first and check it out...and BAM! Game freeze. Tried to load the game, no save (this was before responsible me got in the habit of making multiple saves).

Didn't enjoy it as much as the first Wild Arms, but it was definitely a good game outside of that sad experience.