Wild Arms 5

PlayStation 2 Reviews

Wild Arms 5 Review

Wild Arms Alter Code: F represented a peak era of JRPG maximalism and would signal the end of the franchise’s traditional sensibilities. The gaming landscape was changing, and everyone was shifting to HD development. JRPGs, as everyone understood them, couldn’t stay the same. Sony completely walked away from publishing niche JRPGs in North America by the mid-2000s. Since they were shifting their focus and budget toward massive, pandering cinematic blockbusters, they officially dropped international publishing duties for the Wild Arms series after Wild Arms 3, leaving Agetec to swoop in for Alter Code: F and Xseed acquiring Wild Arms 5.

Wild Arms 5 was caught in a shifting industry. The PlayStation 3 had already been on the market for over nine months, and next-gen hype was in full swing, leaving Wild Arms 5 heavily overlooked at launch. However, the early 60GB models famously included hardware-level backward compatibility, meaning a lot of JRPG fans ironically ended up playing the final Wild Arms on their brand-new PlayStation 3 consoles. It’s been dormant ever since it failed to draw in sales numbers, which is a shame because Wild Arms 5 was the last triple-A JRPG Sony produced for consoles. Vision put everything they had into it. It’s been a long time since 2007. Has time been kind to the last Wild West JRPG?

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After almost dropping the cowboy aesthetic in Wild Arms 4, Wild Arms 5 made a full-throttle return. Dean Stark is a naive, optimistic youth who dreams of becoming a legendary ARM-toting Golem Hunter. As always, Filgaia is on the verge of planetary death, and an advanced, aristocratic alien race known as the Veruni subjugates humanity. The plot begins when Dean and his childhood friend Rebecca witness a giant mechanical arm fall from the sky; inside, they discover Avril, an amnesiac girl, holding a pair of legendary firearms. Seeking to help her recover her lost memories, the trio embarks on a planet-spanning journey across a dying Filgaia, only to get swept into a revolutionary conflict to stop a radical Veruni faction from executing a genocidal plan that will completely terraform the world and wipe out all of mankind.

The cast is fully voiced, much like in Wild Arms 4. While they still lean into anime clichés, they’re likeable enough to avoid being annoying. Everyone resembles a cowboy and fits seamlessly into the desolate Wild West frontier setting and the bespoke spaghetti western aesthetics the series is known for. This is the best Filgaia has ever looked, with stunning landscapes of dusty canyons and windswept plains, as well as quaint saloon-like towns that evoke a strong sense of nostalgia. The cast strike classic gunslinger poses while they navigate through scenes filled with trains and monowheels, adding to the adventurous spirit of the setting.

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Beyond the western motifs, anime character designs and various science-fantasy elements further enhance the atmosphere. Filgaia’s scale feels much bigger than ever now. Instead of controlling a tiny chibi character walking across a miniature globe, the world map in Wild Arms 5 is 1:1 scale. Towns, mountains, and dungeons appear in their actual, real sizes as Dean approaches them, giving it a vast, immersive feel similar to Dragon Quest VIII. Because the world map functions like a series of giant, sprawling, interconnected zones, walking everywhere can drag on, and the game introduces vehicles like a Monowheel motorcycle, a continental train, and even a pilotable Golem to cross complex terrain and bypass random encounters.

A lot of Wild Arms 4 didn’t work, but one thing it got right was its innovative HEX battle system and Wild Arms 5 builds upon its foundation. By prioritising rapid battlefield movement and removing arbitrary level-up limitations, battling is at its most accessible yet in the entire franchise. The active battle party was deliberately reduced to three characters. To compensate for having fewer people on the field, there’s an added Chain and Team Combo system. Grouping characters into the same HEX charges their power to unleash massive, cinematic combination attacks that use the entire party at once.

Characters can now instantly execute a turn after moving between HEXes. This single adjustment completely changes combat momentum, enabling aggressive chases down enemies or jumps onto beneficial Ley Points and immediate strikes. If multiple allies stand on the same tile, a single enemy attack will hit all of them. Conversely, clustering allies on one tile allows them to perform devastating, multi-character combination attacks. Movement between adjacent tiles is fluid and no longer consumes a character’s entire turn, turning every battle into a quick positioning match where you constantly shuffle characters to spread out damage or pool power.

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This grid-based strategy is fueled by a Force Meter, a gauge that charges whenever your characters deal or take damage. Accumulating Force opens up special abilities for performing high-damage team combos, changing the elements of tiles mid-fight, or completely draining the meter to summon massive, screen-clearing Guardian beasts to the battlefield. Force Abilities overall are deeply integrated into the map mechanics. Players can actively spend points from their Force Meter to perform tile manipulation – such as shifting an elemental Ley Point across the grid to position it safely under an ally, or manually changing the element of a HEX to exploit a boss’s weakness. The possibilities can lead to god-like control over the battlefield layout that didn’t exist in the fourth game.

Wild Arms 5‘s graphics and visual design were a high-water mark for the franchise’s presentation, combining a stylish anime aesthetic with a massive overworld overhaul. It was a late-generation PlayStation 2 title released right as next-gen consoles were taking off; its visual identity defined by pushing the ageing hardware to its absolute limits,. It resulted in a striking look with a few tech-enforced compromises. Unlike Wild Arms 4, which relied heavily on flat, visual-novel-style portraits to tell its story, Wild Arms 5 boasts fully real-time 3D engine cutscenes. Although it unexpectedly dropped the traditional 2D animated anime intro sequences the series was known for, the trade-off made the in-engine cutscenes feel much more dynamic, fluid, and full of life, giving them a slick, polished look with outstanding animation.

Media.Vision went all out with Wild Arms 5, and to celebrate the franchise’s 10th anniversary, they loaded the post-game with tons of side quests, challenging tactical puzzles, outrageous superboss battles, and even side missions featuring cameo appearances from characters across all previous Wild Arms games. It’s almost as if they knew that this might be the last one. The quests with the legacy characters are especially cool since they reward outfits based on their respective characters, and all of this is on top of New Game Plus. It’s a meaty, well-paced JRPG that’s well over 40 hours for just the main story, and for anyone bold enough to venture for full completion will easily drop more than 80 hours.

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Although the game dramatically improves with its impressive visual design and refined character models, it unfortunately falls short in the dungeons. The series is renowned for its exceptional dungeon designs, but in Wild Arms 5, they’re bland and repetitive. It’s likely that all of the game’s memory and budget were funnelled into the massive world map and highly detailed character models, so many of the game’s dungeons were compromised. It’s pretty common to find multiple rooms that reused identical geometry, flat wall structures, and basic colour-palette swaps.

Sonically, Wild Arms 5 is not up to par compared to the series’ best since Michiko Naruke did not provide the core soundtrack. Instead, the music was helmed by Capcom veteran Masato Kouda and series newcomer Noriyasu Agematsu. While the duo still utilises trumpets and whistling elements, the overall tone leans toward bombastic, high-energy anime rock and trance influences. The music is less Ennio Morricone and more frenetic violin strings, like something out of a Tales of game. Sometimes it still sounds like a Western, but it’s only when it’s doing covers of classic Wild Arms compositions.

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Cubed3 Rating

Wild Arms 5 could be easily considered the best in the series and one of the best JRPGs on PlayStation 2. It's got a lot going for it but is held back by weak dungeon layouts that aren't up to the series' standard; a weakness that could also apply to its soundtrack. In a vacuum, Wild Arms 5's shortcomings would be nitpicks, but this was the fifth and ultimately final entry in a series. It's too bad that this has become a forgotten franchise, especially since it ended on such an awesome high note.

9/10

Exceptional

Wild Arms 5

Developer: MediaVision

Publishers: 505 Games, Sony, XSEED

Format: PlayStation 2

Genre: RPG

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