Enchanted Arms Reivew a.k.a eM Written by xTheGunslingerx Published by CroTech
Role playing games on Xbox 360, or any Microsoft platform, is a rare accomplishment. So it’s usually hoped for that these rare gems will shine the most after their development on such a system as this. While the 360 will be receiving a lot more RPGs (later this year) than its former unit, Enchanted Arms is one of those gems that we currently have. Enchanted Arms has become my favorite turn based strategy (TBS) since the Final Fantasy series. Offering the somewhat typical JRPG fashion, with dozens of artificial humanoids called “Golems” to collect and use to fight in battles throughout the game. Enchanted Arms adds to your average TBS with a combat system similar to Final Fantasy tactics, and most accurately, Chess. This unique system helps keep the game play fresh and interesting throughout the game. Removing the “repetitiveness” that most TBS styled games will build up after hours of game play. At times the dialog will draw on, but the game play quickly picks up and carries you off soon after. With your classic story of good versus evil and the story of an unlikely hero, Enchanted Arms, continues to recreate the game play with an original cast of characters who will make you cry, make you laugh, and yes, even scream and pout in annoyance.
Enchanted Arms is the epic story of human potential. Their unyielding strength and courage, buried within even the most foolish and weak of us all. Enchanted Arms takes place a 1,000 years after the “Golem Wars”, the greatest war ever conceived. Fought by artificial humanoids, who where given their orders, and would carry them out until they where ripped to pieces and lost all magic that kept them running. Devil Golems, Golem Overlords of unlimited power were also created, to hasten the end of the war. But all they did was negate each other and cause more damage in the end. One day, the Golems just stopped. Powered down, or where imprisoned, but most of them and their destructive nature faded to memory; even the cause of the war. But the magic still exists. Wielded by mages known as Enchanters, and their power has awaken the Devil Golems once more….
Thank God there is Pizza in ever alternate reality.
Presentation is rather simple. You won’t get lost easily in a level, but I’d suggest the use of a guide to find the location of all Golems, Skills, and Save-point/restoration/shop stations, etc. Again not a linear design, but there are several locations where skills may be hidden in each level, and you can easily walk past them, or spend hours trying to find them. And many are well worth equipping to your characters for ultimate destruction power. The battle system takes some adapting too, but is ultimately simple. It’s the attacks which will change up your strategy and positioning in battle scenarios. The first hour or so of the game your in-game buddies help explain, and in excruciating if not just painfully obvious detail everything you need to know about your control scheme. Long story short, it’s a simple lesson, with a short leaning curve, along with a simple to use party options menu, and character options. Equipping new skills can be as easy as an “on/off” function, so increasing your parameters, or purchasing new skills is only a minor extension on an already simple control and battle scheme.
“You wouldn’t like me when I’m angry!”
The graphics are a bit sub-par but still some of the best experienced to date. As far as in-game visuals are displayed, they are rendered to great detail, and texture. The environments are just amazing for such a large game. I know Gears of War, and Lost Planet later introduced a new standard of level concept, but for a game which released months before hand and offers over 30+ more hours than these two games, each level, and location is developed to an original and often unique design. Now some “broken” structures are often portrayed too blocky or flat/ too angular for something that should look torn, shredded, cracking. This is a minor detail complaint, as you often only encounter such objects when they are blocking your path on a set course. Characters and attacks are generated with amazing visuals. The EX attacks (Super skills if you will), pull you into a short animation where visual enhance to draw attention of the focused power the character is unleashing, and then focusing in a direct and powerful attack on its enemies. I just love Atsuma’s “Mega Phoenix”. A burning Phoenix is summoned from pure magic remnants, and then unleashes a blazing rain of incinerating fire upon its victims. The cinematic are pre-rendered, presenting us with the ultimate experience of the plots most devastating and powerful climaxes. Many are few and far between, but memorable to the end.