Wild Arms 4 | |
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Developer(s) | Media.Vision |
Publisher(s) | |
Director(s) | Nobukazu Satō |
Designer(s) | Akifumi Kaneko |
Composer(s) | Michiko Naruke |
Series | Wild Arms |
Platform(s) | PlayStation 2 |
Release | |
Genre(s) | Role-playing |
Mode(s) | Single-player |
Wild Arms 4, known in Japan as Wild Arms the 4th Detonator (ワイルドアームズ ザ フォースデトネイター Wairudo Āmuzu Za Fōsu Detoneitā?), also known as Wild Arms Another Code: F at one point in production (since it was simultaneously developed with Wild Arms Alter Code: F), is a role-playing game developed by Media.Vision and the fourth installment in the Wild Arms video game series. The game's overall look and feel is a departure from the Wild West feel of the previous games in the series, to a more modern look.
Jude Maverick has grown up in an isolated town called Ciel, which is completely enclosed in a large sphere floating thousands of feet above the surface of Filgaia. His sheltered world changes forever when he sees the sky "tear" and ships enter his homeland. Upon inspecting the campsite set up by the intruders, he sees something else that he has never seen before: a girl.
The girl's name is Yulie and she is being held captive by the intruders after being captured by a "Drifter" for hire, Arnaud G. Vasquez. After the invading army attacks Ciel and brings the sphere crashing down, Jude, Yulie and Arnaud join forces to find the army's true intention behind Yulie's abduction. With the help of another Drifter, Raquel, these four idealistic teens travel the war-torn land of Filgaia in search of truth, their own identities, and their separate paths to adulthood.
Action elements on the field map such as double-jumps, using the new "Accelerator" ability to manipulate time, and equipping items to solve puzzles maintains the excitement between battles. Movie events are presented in a distinctive use of polygons and shading with voice-actors. Dialog takes place using various character illustrations that change and reposition frequently.
The HEX battle system is composed of seven hexagons on the battle field, with random beginning placement for all characters and enemies. What makes the HEX battle system so unique is that it is area based instead of character based. This means that any attacks or spells given to certain hexagon, or HEX, will affect all characters on that HEX. Multiple allies or enemies can occupy a single HEX, but enemies and allies can't occupy the same HEX.