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Enchanted Arms Review

Xbox 360 Review by Rob Fahey

19 September, 2006

Page 1 of 2. Page 2 ->

Yes, they literally mean he's got an enchanted arm.

The titles of Japanese games are meant to be entertainingly mental, possibly carrying a certain broken-English charm. They're not meant to be literal - that's cheating. Just as Final Fantasy and Shadow Hearts featured remarkably little in the way of terminal wet dreams or occluded cardiac organs, and Elemental Gearbolt wasn't, er, whatever the hell that even means, so Enchanted Arms was originally assumed to be simply another collection of nice English words that some well-meaning Japanese chap had liked the sound of and stuck together for no apparent reason.

The last thing I expected, then, was that Enchanted Arms would turn out to be the Snakes On A Plane of the Japanese RPG world. It states its case up front, with no bones being made about its content - aside, possibly, from a humerus, a radius and an ulna. It's about a bloke with an arm which is enchanted. An enchanted arm. Do you see?

Actually, that's not the very last thing I expected. To be entirely accurate, the very last thing I expected was that Enchanted Arms would be any good. A Japanese role-playing game developed by a company better known for headache-inducingly hardcore stompy mech games, released early in a console's lifespan - and most of all, released on the Xbox 360, a platform which currently sells about as well in Japan as souvenir mugs with Pope Benedict's face on them do in Islamabad? A game destined to be still-born, surely? Perhaps not.

Two Short Planks

'Enchanted Arms' Screenshot 1

As previously and somewhat incredulously mentioned, Enchanted Arms follows the adventures of a young man with an enchanted arm, which actually isn't remotely as much fun for him as you'd imagine. You see, his arm actually has the mysterious power to remove enchantments from anything it touches - which, given that he attends a school for enchanters and lives in a city filled with machinery which works on the basis of enchantment, makes him somewhat unpopular. What also makes our hero Atsuma unpopular is the fact that he's absolutely, unremittingly stupid - with even his closest friends acknowledging that while he's quite handy on the practical side of things, he apparently doesn't have two brain cells to rub together.

Alarm bells should go off at this point. Are we really about to spend tens of hours following around some lunk with a brain cavity filled entirely with houmous and cream cheese as he bumbles from one situation to the next, ignoring the obvious and driving the player to towering heights of frustration with his inability to find solutions which are staring him in the face? Um... Sort of, yes. However, to Atsuma's credit, he's a likeable lummox, lacking the emo angst of many RPG protagonists - a lot of whom would seem more at home on LiveJournal than on the deck of an airship heading out to save the world. To the credit of the game script writers, meanwhile, Atsuma is largely bolstered by a supporting cast of intelligent characters who point out those obvious solutions quickly enough to alleviate much frustration, and whose eye-rolling at Atsuma's stupidity helps the player to identify more readily with the cast. There's even a running joke early in the game where the rest of your team gives you detailed instructions on how to use items such as chests, ladders and buttons (all of which just involve pressing A), while Atsuma enthusiastically celebrates learning these tricky new skills.

Central character aside, the storyline is fairly standard Japanese RPG fare; it's set in a post-apocalyptic world where, thousands of years after the destruction of a magical war in which autonomous ultimate weapons called Devil Golems were unleashed, civilisation is recovering under the protection of a number of great cities built using the power of enchanting. This, of course, is boring, so it's important that a Great Threat (the resurrection of the Devil Golems) should pop up for the Unlikely, Reluctant Hero (that would be Atsuma) to fight against, but only after coming to terms with his own Dark, Hidden Secret (his enchanted arm and the mysterious powers it unleashes). It's all quite nicely written, and features a number of sub-plots involving various characters you'll run into (all of whom have Dark Secrets of their own, although obviously not as exciting as Atsuma's enchanted arm) - all of which plays out in an astonishingly linear fashion, with sub-plots being dumped into the game such that you'll actually need to complete them before the main plot continues, rather than being in any way optional.

By The Nose

'Enchanted Arms' Screenshot 2

Whether this prospect sounds interesting or downright awful to you is really what separates fans of Japanese RPGs from the rest of the world, since those in the former camp accept that to a greater or lesser degree, the vast majority of the JRPG pantheon is really more interactive visual novel than role-playing game. Enchanted Arms is an extreme example of this, with the most involved side-quest you'll have the option of doing being to take a deliberate wrong turning, finding an optional golem boss (more on those in a moment) or chest full of items at the end of your short detour. Then it's back to the main path, and off again down the clearly signposted street.

Thankfully, though, it's a very nice street. Graphically, From Software has pulled out all the stops and created one of the best-looking early Xbox 360 titles, with truly stunning world environments, creative, interesting looking characters and creatures, and superb special effects in battles (all of which can be fast-forwarded if you're getting sick of watching the animations, which is a nice addition that makes the game much more pleasant to play). The world environments in particular are worthy of note, because this is one of the first Xbox 360 games where there were regular moments of standing around gawping at the world - especially in the opening segment of the game, which is set around an academy not dissimilar to Balamb Garden in Final Fantasy VIII. The comparison is useful, because Enchanted Arms, running in real-time, looks better than the computer-generated backgrounds and pre-rendered videos used in that game - and From Software hasn't been afraid to throw showy special effects into its environments either, such as fountains and waterfalls which refract and distort the scene behind them realistically.

The game also largely eschews rendered scenes, and manages some truly stunning cut-scenes in the game engine - which really adds to the drama of the scenes in an unexpected way, since there is no longer a clear line between watching a movie scene and viewing an in-game scene. It's only with the removal of this division that you realise just how jarring that transition has been for the last two generations of Japanese RPGs, because we have become so accustomed to rendered scenes indicating really dramatic story moments that we've come to treat them differently to the rest of the game. With this distinction removed, the whole game feels more coherent and the experience as a whole is improved - a significant plus point for Enchanted Arms, and something we hope to see become the norm in next-gen RPGs.

However, not all is well on the graphical front - and the fact that Enchanted Arms was a relatively early title on the Xbox 360 shines through as you get to later stages of the game, where environments become more drab and less populated with interesting architecture and characters. There's a strong feeling that much of the development effort went into the early stages of the game, and while the storyline continues to belt forward at a fast enough pace to be satisfying as the end nears, the environments are definitely disappointing, with a somewhat unfinished feel.

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kissthestick
19/09/06 @ 08:23
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needed a lower score
Blerk
19/09/06 @ 08:30
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So, solid but unspectacular. Better than I was expecting, tbh!

I was reading a review of this the other day which suggested that quite a bit of stuff that they wanted to put into the game was missing because Microsoft insisted on a January 2006 release date. Wonder if they'll take the opportunity to put some of that stuff back in for the PS3 version and address some of the niggles at the same time?
Subquest
19/09/06 @ 08:31
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you say the graphics suffer - so I imagine you didn't take these frankly stunning screenshots yourself then?...
Shinji [mod]
19/09/06 @ 08:34
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The graphics suffer late in the game from simply seeming unfinished, as the environments aren't up to the quality of the earlier sections. Those screenshots aren't our own (I don't have the kit to do HD screencaps, sadly), but I can confirm that they're all in-engine and perfectly representative of what the game looks like when it's running. It's really very, very pretty.
Blerk
19/09/06 @ 08:35
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See my comment above! :-)
Decoded
19/09/06 @ 08:39
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What on earth posesses JRPG developers to persist with random battles in 2006? I just don't get it.
Steroyd
19/09/06 @ 08:43
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What on earth posesses JRPG developers to persist with random battles in 2006? I just don't get it.

Processing power.
Darren
19/09/06 @ 08:43
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I've very nearly completed Enchanted Arms after getting the "bad" ending (even though it was "the right thing to do") and I've spent an enjoyable week doing so. Great game, very newbie friendly and although it might be generic to the hardcore Japanese RPGers I thought the story, dialogue and characters were superb and kept me playing it, just like reading a really good book you can't put down until you've finished it. I loathe random battles normally but here they're not so annoying and you're allowed to save the game prior to the big boss battles as you can usually see them (i.e. they aren't invisible like the random battles). Also the golems add so much variety to the battles that I was constantly looking forward to getting the next one. Cutscenes are wonderful but the graphics ingame are a little empty and bland. The numerous creatures and people you encounter are well-designed though. The music is fantastic though throughout although the battle music does become a little repetitve when you've heard for the 700th time! I even thought the English voice acting was decent... yes, even Atsuma!!!

I just need to finish the game with the good ending and I'm done but I'm just running around at the moment levelling up my party first and completing the dungeons that weren't integral to the story.

EG's review pleases me and I'm happy with that score, although I'd probably give it an 8 or even a 9 'cos I've enjoyed it so much. It was the game I expected to play the least but instead games like Test Drive Unlimited and Dead Rising have been the ones gathering dust!!! LOL
Kuma
19/09/06 @ 08:48
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Thoroughly enjoying this. Should have been an 8 since you gave credit for far more things it does well than things is doesn't (and those were all faults of the genre is general) IMO. Bought this hoping to finish in a fortnight and then get a cheap Dead Rising and Saints Row and it has not disappointed. I found the story pretty humourous at times as well.
Random battles are fine with me, they are a way of making sure the poorer less experienced player can still finish the game by investing some time in levelling up. All JRPG games should use a grid like the one in Enchanted Arms.
Edited 1 times, most recently on 19/09/06 @ 09:52
Pike
19/09/06 @ 08:57
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If random battles annoy you, then you don't get japanese RPGs.. which is fine, but you really aren't the right guy to review it.

Also, they were invented so that areas would never run out of enemies, which in a levelling up scenario is very important.


It's not a bug, it's a feature.

Shinji [mod]
19/09/06 @ 09:02
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If random battles annoy you, then you don't get japanese RPGs.. which is fine, but you really aren't the right guy to review it.

Sorry, but that's nonsense. Just because they're a common feature doesn't make them right, and an increasing number of RPGs - ever since the SNES era - have been doing away with them entirely. They are NOT an innate feature of the genre by any means.
lambtron
19/09/06 @ 09:03
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Well I'm struggling to think of an RPG without random battles...
Mr_Brown
19/09/06 @ 09:04
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I agree, random battles are a part of JRPG's. Though it is annoying when they are too regular or in sensless places. If you don't like em, you are playing the wrong genre.
Edited 1 times, most recently on 19/09/06 @ 10:05
Decoded
19/09/06 @ 09:04
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Xenosaga, Star Ocean, Tales of Symphonia, Grandia.

All games/series which feature roaming enemies, and no problems with levelling. Grandia, in fact, is perhaps the easiest JRPG I've ever played. In most cases, leaving an area then re-entering will cause the enemies to respawn.
Shinji [mod]
19/09/06 @ 09:05
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Well, start with Chrono Trigger and work forward :) Good recent examples include some of the top RPGs of the last few years - Xenosaga, Tales of Symphonia, etc. From memory I don't think Grandia III had random ones either.
Darren
19/09/06 @ 09:11
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I remember playing the wonderful, wonderful Grandia II (on the Dreamcast) which didn't have invisible enemies or random battles but it was still a game that required you to fight and level up. The fact that you could see the enemies on the world map meant that you can avoid them if you were low on health although occasionally you'd accidentally back into them and it would be a pre-emptive attack by the enemies!!! You could also go back and fight the ones you'd avoided once you'd levelled up.

That to me is probably the best way of doing these kinds of games as it feels "fair" and "logical". Enchanted Arms does make the random battles far more bearable than normal though and is my second favourite Japanese RPG but Grandia II is still my all-time favourite thanks to considerate game design that feels logical within the confines of the game world and a truly wonderful and engrossing storyline.
Blerk
19/09/06 @ 09:15
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While I don't mind random battles, I'd much rather they didn't have them these days. There really is no excuse for not having the beasties roaming around the play-area with so much processing power under the hood these days - if only to improve the 'feel' of the game. It's always much nicer to be able to see those little bastards going about their business before they notice you and come to impale you with spikes.

To suggest that a true RPG lover must also love random battles is absolute nonsense.
lennon
19/09/06 @ 09:18
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I hate random battles but for some reason have been able to forgive them with this game. Apart from some pretty terrible voice acting its quite absorbing and the huge range of collectable characters adds to the game well.
Hog-lumps
19/09/06 @ 09:23
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I used to like random battles, but I've found I've grown a little tired of random battles lately - perhaps I've been playing too much dragonquest but I certanily wouldn't complain if they scrapped random battles altogether!

Blerk makes a good point though, the gameworlds would surely feel much more alive if we could see all these beasties in the field. As it stands a lot of these games feel a little empty as you wander about.
jlaakso
19/09/06 @ 09:25
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Well, damn. Looks like a buy, then, I haven't played a JRPG since the excellent Baten Kaitos.

It's weird how this game has got bad reviews. Penny Arcade was the first I saw saying that it's all good, even if it's not exactly classic material. Maybe it's because people weren't expecting a JRPG for some reason, despite the game clearly being one.
MrChuckles
19/09/06 @ 09:26
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I got this, and apart from the annoyance of my 360's DVD drive stopping every hour or so, i'm having a good laugh.

Culdcept is the next one on my radar, oh dear, i am a strategy geek.
itamae
19/09/06 @ 09:28
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The titles of Japanese games are meant to be entertainingly mental, possibly carrying a certain broken-English charm.

The best one I've seen in recent days is Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus. :-D

Anyway, I don't really mind random battles as long as the encounter rate is reasonable (I'm looking at you, Skies of Arcadia) and the battles don't take too long (I'm still looking at you). Actually, I think that some RPGs work better with random encounters, like Digital Devil Saga for example. Generally speaking though I prefer roaming enemies of course.
nickthegun
19/09/06 @ 09:30
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Well I'm struggling to think of an RPG without random battles...

I know its not a JRPG, but oblivion doesnt have random battles. It randomly spawns opponents but you can turn and run away from them if you want as you see them coming a mile off, which I think is what the review is getting at.

You shouldnt be randomly thrown into the battle animation, you should be able to see a fight coming and actively choose whether to participate or not.
Aretak
19/09/06 @ 09:33
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I'd give this a high 8 personally, perhaps even a 9. I'm really enjoying it about 27 hours in.
Blerk
19/09/06 @ 09:35
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You shouldnt be randomly thrown into the battle animation, you should be able to see a fight coming and actively choose whether to participate or not.

Indeed. Being able to see the fights before-hand allows better fight mechanics. You could try to dodge, or to get the first hit in. Or chuck bombs at it from a distance to soften it up first.

Loads of stuff you can do which just isn't possible with random encounters.
Hog-lumps
19/09/06 @ 09:38
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Loads of stuff you can do which just isn't possible with random encounters.

Well FFvii had it's 'Pre-emptive Materia' for getting the first hit in of course ;)
Aretak
19/09/06 @ 09:43
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You always get the first turn in Enchanted Arms anyway (unless your opponent happens to have an extremely high agility stat).
psorcerer
19/09/06 @ 09:50
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Err... seems like X360-fanboy-ism to me.
First there was a medoicre Oblivion with 10, now there is this one with 7...
Seems like the image of "elite gamers with overeloquent language" is too much for Eurogamer these times.
Want to be more like Gamespot? Way to go!
psorcerer
19/09/06 @ 09:55
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LeDilettante
The version reviewed was a X360 one.
Shinji [mod]
19/09/06 @ 09:56
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Kidou Senshi Gundam SEED Destiny: Rengou vs. Z.A.F.T. II Plus

But that one makes perfect sense! Er... If you're a saddo like me :(

Err... seems like X360-fanboy-ism to me.

Hahahahahaha brilliant :) You've made my morning :)
Blerk
19/09/06 @ 09:56
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lol! There goes the thread! :-)
Aretak
19/09/06 @ 10:00
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"It does not look so hot. Looks ok, looks like something average running on an old Xbox."

The original Xbox would explode at the very thought of rendering some of the environments in EA.
psorcerer
19/09/06 @ 10:03
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Shinji
> Hahahahahaha brilliant :) You've made my morning :)

Denial won't make you any good. The fanboy-ism gets in your blood unnoticed with every game you play on X360, so just throw the satan-box away!
Edited 1 times, most recently on 19/09/06 @ 11:05
Hog-lumps
19/09/06 @ 10:04
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First there was a medoicre Oblivion with 10, now there is this one with 7...

uhh, sometimes I wish EG wouldn't put scores at the end of their reviews if only to stop stupid comments like this........ afteral, its the review that counts and not the 'score' godamnit!
Shinji [mod]
19/09/06 @ 10:11
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Next time I interview Peter Moore I'm definitely going to preface every really argumentative question with "Now, I'm an Xbox 360 fanboy, but..." :)
Cyhwuhx
19/09/06 @ 10:13
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.::: The random battles are hardly a negative. They're not excessively used at all (only instance being the London sewers, the rest is very fair, I can easily walk around for a few minutes without being attacked) and when used in combination with Auto battle and the FFWD button they simply don't have any time to annoy you. The other battle elements are good enough to make them fun and engaging anyway. Never mind that not having to conserve energy whatsoever makes the prime annoyance-factor melt away, because, let's face it, if you don't want battles in an RPG you are playing the wrong game. Also a bit puzzled at the difficulty comment. As at about 40% the game starts throwing a bit more difficult stuff at you. A certain emperor had a few friends of mine stumped. And they were playing without upgrading excessively.

In my opinion it's very harsh to take Enchanted Arms down on the random battles aspect. If anything it only strengthens the feel to finally having a solid, classic RPG again with enough 'modern' refinements to make it highly enjoyable. The presentation and all associated elements keep the game down a bit (it's certainly no evergreen), but purely based on gameplay this provides much, much more enjoyment than the attached score implies.
Edited 1 times, most recently on 19/09/06 @ 11:15
Shinji [mod]
19/09/06 @ 10:17
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Now hang on - for a start, I think you underestimate just how annoying a lot of players find random battles, but more than that, I think you overestimate the extent to which they influenced the score. I like the game, but even had they had monsters in the field rather than random battles, it would almost certainly still be a seven - a very solid, respectable, but ultimately a bit unremarkable score, for a game which is solid, respectable, enjoyable, and ultimately a bit unremarkable.
psorcerer
19/09/06 @ 10:20
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Shinji
> "Now, I'm an Xbox 360 fanboy, but..." :)

To make him speak slowly you can just ask!
zgundamfan
19/09/06 @ 10:28
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"Well I'm struggling to think of an RPG without random battles..."

What about
Star Ocean 3 (PS2)
Valkyrie Profile Lenneth (PSP)
Radiata Stories (PS2)
Tales of Symphonia (GCN)
Stella Deus: The gate of eternity (PS2)

None has random battles and they run on current gen machines.
Edited 1 times, most recently on 19/09/06 @ 11:37
Blerk
19/09/06 @ 10:32
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Chrono Trigger didn't have random battles and that was a SNES title. :-)
Steroyd
19/09/06 @ 10:36
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Meh!! JRPG's random battles have got way less frequent since the PS1 when every two steps a random battle was activated.

JRPG's are slowly comming out of the closet with real-time battles although if it's like FFXII it comes at a cost of not having those expansive world maps like the good ole' PS1 days.

Game looks interesting but the only thing that puts me off is the prospect of random encounters and a grid based battle system cocktail which just tells me that it's "insert random battle RPG" meets Disgaea.
Edited 2 times, most recently on 19/09/06 @ 13:23
Blerk
19/09/06 @ 10:42
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While I'd agree that all games can be improved by removing the random battles, I would disagree that real-time battles are always an improvement. There's still lots and lots of room for some fantastic turn-based strategising. Real-time battles turn into button-mashing contests far too often for my liking, meaning strategy goes out the window.
disc
19/09/06 @ 10:44
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Doesn't seem to be selling. Not a good sign.
Blerk
19/09/06 @ 10:47
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PS2 RPGs hardly sell anything over here, so it's hardly surprising that a 360 RPG would tank, is it?
kangarootoo
19/09/06 @ 10:50
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@ManicMinerUK

Lol. Saying Shinji doesn't "get" JRPGs is like saying the Pope doesn't "get" God.

I remember random encounters way back playing some shareware RPG on a Mac (I forget its name, which is really annoying, it was made by Fantasoft if that rings a bell with anyone). They sucked even back then.

@psorcerer

Oh the irony. It really seems that only fanboys raise the accusation of others.

"so just throw the satan-box away!"

Aaaaand the truth will out. "satan-box"? How old are you? If the answer to that question is in double figures you should be embarrassed. Not everyone lives in your strange little world, some of us don't even visit.

Anyway, back to the game. I'm not what you would call a JRPG fan, though I do like my RPGs. This review has got me interested though, maybe its been more a case of just not shopping for them rather than not liking them.
nickthegun
19/09/06 @ 10:52
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removing the random battles, I would disagree that real-time battles are always an improvement. There's still lots and lots of room for some fantastic turn-based strategising.

Well, they arent, necessarily mutually exclusive. For example, FFIV, the game everyone has played, wouldnt it be better if, when wandering the map, you could actually see where enemies were placed and, if you strayed to with a certain distance the battle sequence kicked in?

The battles would still be classic turn based, but you would have a say in when they occured. You could make it to the town and buy some more potions without getting into that random battle that kills you and sends you back to the last save point.
Cyhwuhx
19/09/06 @ 10:54
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.::: @Shinji: Hmm, the text seems to point at it as being the main candidate for its problems. Whether I'm underestimating the annoyance factor of random battles or not, I'm not sure. I wonder if people disliking them are inclined to play RPGs in the first place. 'If only it hadn't been for those random battles and their meddling dog', if you catch my drift.

Then again I do have a bit of a soft spot for Enchanted Arms. Mainly because after years of experimenting in the genre this comes along with all the comfort and enjoyment of SNES/PS Era RPGs. Add to that a solid collection of improvements from other RPGs on top and you can say that definitely isn't the most original RPG in years it certainly is the most enjoyable to me.

I think the only thing that can be universally agreed upon is that nobody expected From Software to come up with something like this.
Blerk
19/09/06 @ 10:56
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Yeah, I agree nick - but I wasn't saying that they were mutually exclusive. It was a reply to Steroyd who seemed to be suggesting that real-time battles were also the way to go.
Cyhwuhx
19/09/06 @ 10:58
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.::: @disc: The game is selling pretty well in the Netherlands. Not every shop stocked it, but those who did sold out pretty quickly. It's even hard to get at some places as stocks are a bit low.
Hog-lumps
19/09/06 @ 10:59
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if you strayed to with a certain distance the battle sequence kicked in?

A lot of RPG's already do this e.g Grandia or ToS

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