I currently around 25~30 hours into my play through of Wild Arms 5 so I thought I'd write up a little bit about the game and what my thoughts are on it.
Graphics:
As would be expected WA5 is the best looking entry in the series thus far; it doesn't push the PS2 to it's limits - there are a few jaggies here and there on some characters but it isn't a slouch either. The use of color is pretty wide as well, some of the colors used on the characters is pretty bright and loud compared to those used throughout the environments and world map (which usually stick to duller colors unless your in an area with more vegetation) doesn't clash. Gone are the manga style scenes from 4 (which I thought were just a cost cutting measure if anything) and conversations between characters take place in the field; characters move their lips (no lip syncing) and make gestures. The gestures are an interesting part of the characters, as each has one they make use of and it really becomes a part of their personality. However, in a certain sense I do kind of tire of seeing the same pose time after time.
Music:
OK, I'm not going to go into that whole "Naruke didn't do the music thing" because that card is well played out by now and she's not coming back so why the hell dwell on it? (I'm personally fonder of her PS1 WA entries than the PS2 ones anyways.) Some of the tracks are really nice: the battle theme sounds like it takes a page out of Sakuraba's work with it’s strong organ-like sound. Some of the dungeon and town pieces also caught my ear as well and the use of more than one overworld theme (a series first?) was a nice change as they usually reflected the surrounding area pretty well though I still don't think I'd buy that huge six disc soundtrack. A step up from WA4 in the sense it seems a little more refined.
Voice Acting:
Err... well it's not 10 out of 10 that much I can tell you. I personally thought this was a step down from WA4 which wasn't excellent but was respectable enough. WA5 falls into the same category but some of the voices are stretched thin in their effort - especially when it comes to battle quotes. The voices are appropriate to a point (some come off as dead-on in a good, stereotypical way) but you've certainly heard better.
Battle System: Hex mkII
Think WA4 with some small - yet important - changes. Characters can now MOVE and ATTACK in the same round (only one character, Raquel, was capable of this in WA4) so battles move at a brisk pace unless your fighting an enemy with a slow moving animation (you can press start to skip over most spell animations.) WA4's system of awarding bonuses based on a character’s actions in battle is gone, preventing uneven character leveling; inactive characters (when you have more than three characters) receive full EXP. You can switch characters in and out after you have three as long as you’re in one of the outer hexes (switching takes up the turn however.) Battlegrounds in normal battles are always on your standard set of hexes but boss battles usually take place on more abstract formations.
Team attacks return and have come into play more than they did in WA4 as I found myself using them a lot more; they also seem to be easier to trigger for the first time. A characters skills (originals) and force abilities (other than team attacks) are governed by what medium they have equipped and basically act like classes (you have an attacker, healer, attack magic user) and it’s pretty easy to tell what each character will be good at. As in WA4 big chunks of damage get thrown around in battle so you'll make much use of the Heal Spells as berries seem really hard to come by. Actually, gaining an item(s) after a battle isn't very common at all.
Still, WA5 is prone to the problems seen in WA4. Due to the random placement of characters and enemies sometimes your characters can get there ass handed to them before they can act - especially if your surprised or a few of you characters end up on a elemental Hex and the enemy ends up on the one that is the opposite element and nails you with a spell like blast. Ouch! I also ran into some over world enemies that I thought where a little overpowered as well but found easier enemies beyond that point. Some of the spells power ratings and MP requirements seem somewhat loopy, the best example being Blast. Blast costs 26 MP and has a power of 175 while Hi-Blast has a cost of 96 MP and has a power of 215. The difference in power and damage is negligible when factoring in the MP cost. Thankfully, the heal spells are much more economical.
The only other thing I can really gripe on is the fact you need a high lvl to even summon guardians, who’s importance in the story/game/battle system seems to be on the backburner outside what skills are at you disposal. The CG system (a system that allows you to access future abilities by lowering your HP) returns but I don’t use it because I don’t like it – you can always manage with the skills your current level allows regardless.
Weapons:
Well, they FINALLY got this right! Each characters arm (characters keep the same weapons throughout the game but equip different ammo as they would a weapon) has three parameters: ATT, MAG, and FORCE. Dragon Fossils return as the upgrade/tune up item but what is great is that you can readjust these parameters at will at any save point. So you can tune your arms based on the situation - if you need MAG take some points out of ATT and place them in MAG. Later, if you don't need your magic as much bone up on attack (there is always a save point before bosses.) Still, you'll probably set up your characters to take advantage of what strengths there mediums and natural stats give them to begin with.
World Map:
The static map from WA4 is gone and while the world map is somewhat like those in the older games it really feels quite different. The search system returns (which never really bothered me) and is now only used to find treasure (towns are somewhat to scale in comparison to your character and are visible from the start.) However, using the search system drives me insane in this game as there is A LOT of ground to cover between locations (thus you'll be fighting a TON as you look) and some of the items lying around in the chests are worth obtaining as soon as you can (for the sheer fun of it they throw Dragon Fossils, Armor and Weapons into some of these chests) so if you want to be as strong as you can at any given point you're gonna have to look for them. Actually, I’m lamenting my treck to the next location I have to go to (even thought the encounter rate is not too high or low) because it’s a long haul and I have to search, search, search - bang - BATTLE! Repeat, repeat, repeat.
One thing annoying about the world map screen is there are a few places where it looks like you can walk but you can’t due to invisible walls. A good example would be a narrow passage between two structures that looks wide enough to go through but you can’t. Not a big deal but it does make it seem a little unpolished. Another annoyance is the fact the X and Y coordinates are not on the field screen but on the map screen, meaning if you have coordinates for say an item have fun constantly pausing the to see where you are – why aren’t these visible in the field like WA3?
The map screen for the world map also has its problems. Some of the pathways are so narrow and there are so many shades of brown it can hard to tell how to get to where you’re going – knowing where to go isn’t the problem as the game circles the area you should go next after you’ve talked or received the right clue – but it’s a little to easy to end up going where you don’t need to go in your search. Still, the world map really drives home the kind of world Filgaia has become in terms of colors used.
Dungeons/Field:
This is one aspect of the series I really feel has fallen by the wayside since WA2. The dungeons in WA5 are a small step up from WA4 in my opinion but their layouts still make them seem like a walk in the park… you really don’t need to search for anything and everything seems somewhat handed to you as far as treasure goes. The puzzles seem a little more old school as well and a small step up from previous entries (I got stumped on one or two.) Tools return to the old standard of being able to take them in and out of dungeons and using them elsewhere but are limited to the main character and while they all work the same way they are basically incarnations of those tools fans have grown to love.
Dungeons also have a mapping system as well and while easier to comprehend than the overworld map the fact the symbol indicating you characters location only tells you what room your in as apposed to where you are in that room. While the exit and enter icons at doorways let you know where you’ve been a little more fine tuning would have been great.
As I said above there is always a save point before a boss so you know what’s coming up even before you see it and there is usually more than one boss per dungeon. The only real problem is the bosses don’t move the story forward as they have little story relevance at all (I’m sure the ones at the end will) and are more like minor roadblocks if anything. Break points return from WA4 but are dubbed as “Sol Nigers” now (thankfully they didn’t put an extra “g” in there during translation) and are usually found at the end of a dungeon. Defeat the spirit in the Sol Niger and you can shut off encounters with the L2 button.
Characters:
To be truthful, but to avoid any spoilers at the same time, all I’ll say is every playable character in WA5 fits into some preconceived RPG stereotype. This really shouldn’t be a surprise to anyone yet it hardly seems to matter as they transcend beyond there labels in one way or another - whether it's the writing, character’s actions or the overall presentation I can’t say for certain.
As for the villains and other parties I can't say much - outside one certain character most of them and what they're planning to do is still shrouded in mystery even this late in the game.
Story:
It's starts out simple enough, but I got to be honest, the fact the bad guys are more content to hide in the shadows and watch in wait somewhat displeases me. Still, the game makes it apparent – and quite well I might add - that fighting the bad guys is not the conflict it wants you to focus on. The overall conflict between world’s two races and that between some of the playable characters seems to come before anything else. It works on a weird, almost abstract level but those who prefer more meat to chew on throughout an RPG may find themselves grinding there teeth as they wait for some of the more interesting and revealing scenes.
Anyway, sorry for writing a book, hopefully that will give some of you an idea of what Wild Arms 5 brings to the table.