The following chronicles my various thoughts, feelings, and experiences of the PS1 game Wild ARMs. I would personally enjoy if you read the whole thing, but it is full of spoilers for the game because I found myself unable to talk about the game without talking about the story. As such, to avoid spoilers for people who may be interested in the game, I will be placing a brief review at the beginning of the post.
Review
Diary
4/11/25
Started Wild ARMs last night, I'm already pretty impressed by it. Like so far, I'm only two hours in mind so "so far isn't" very far at all, it's pretty standard JRPG fair. You got your hero boy who just wants to help people but is shunned by the people he's wanting to help for reasons outside of his control, your treasure hunter who keeps cool under pressure and always has a quip ready, and your princess with magic powers chosen by some ancient civilization to be their hero uniting the trio. And the battle system is very no frills, it lets you change equipment on the fly in battle which is neat and also has a super meter which I enjoy, but it's otherwise a pretty standard turn based battle system . But where Wild ARMs really shines is in its presentation.
Wild ARMs, from the outset, sells its classic Spaghetti Western feel. A soundtrack dominated by strings and whistles with a vague country twang, tiny towns made of log cabins and cobblestone buildings, the character's general wardrobe taking heavily from mid 20th century Western movies, it's delightful. The game even starts on a ranch (depending on who you pick), full of chickens and horses to really get you in the mood. It's such a unique feeling for a JRPG, I can't help but be endeared to it. It's also super cozy! Outside of using 3D models for characters instead of sprites, this game is barely different aesthetically from SNES JRPGs, it has such a nostalgic feel to it, I'm giddy playing it. Very excited to play more!
4/12/25
Got to the end of the like "prologue section" of the game. Gotta say, I'm a bit disappointed it wasn't longer? Like, I was really enjoying having all our protagonists be separated and each have their own individual storylines going on and I was hoping I'd see more of them solo before the trio started coming together. Though I am very happy that Cecilia, the mage of the trio, now doesn't risk either running out of MP or dying every fight.
I'm amazed at how forward thinking the Auto-Battle system is. I feel like there's a lack of truly good auto battle systems in JRPGs, especially these sort of SNES-era-adjacent (Wild ARMs basically counts as an SNES JRPG, tbh, it feels so much like Chrono Trigger or FFVI) turn-based ones. Like, don't get me wrong, I love turn based combat, I grew up on FFX so to me that's like the "default" of JRPGs, but after the three hundredth enemy grunt pops up this hour you kinda go like "I don't want to miss out on EXP but I'm over this, do it for me". And unfortunately, a lot of "do it for you" AI systems just aren't up to snuff, they'll either do too little (standard attacking every turn when that's not going to be sufficient), or do too much (blow through all your MP/resources ASAP on common grunts). Wild ARMs though, I really appreciate its numerous AI modes, where you can easily choose before a turn if you want the AI to go all out on offense, play defensively, focus on support, etc. And these decisions can be altered per character, so you're not locked into one playstyle.
Every time I start to think the Western feel of this game is a gimmick, the atmosphere just sucks me back in. Wild ARMs attempts to juggle this sort of Wild West aesthetic with a pretty traditional sword and sorcery setting, and I guess I was kind of hoping it would be MORE of a Wild West tale, but each time I'm thinking "this is just every other JRPG", that western soundtrack kicks back in and I feel all cozy. Which is kind of insane because the current place of the game I'm at involves everyone dying in a demon attack from the sky, but this game just feels super cozy, what can I say!
4/15/25
I GOT SUMMONS. I'm so excited about summons, I didn't even know there were summons in this game! Being able to just drop a big guy on an enemy adds so much to combat, you don't even know. In general combat is picking up, actually, the game is introducing a wider variety of enemies with more unique mechanics to them and I'm starting to gain more MP so I can more easily incorporate special moves and spells into my strategy. We're far past the early game grunt battles of just mashing attack. Battles have gotten this very nice flow to them, especially with how often characters counterattack, there's a lot of battles that are over in one turn with loads of back and forth.
I talked in my last entry about how I was a bit disappointed the characters united so early on in the journey when they started out on separate adventures and the game delivered with a very nice, albeit short, segment of the party being split again. The game's second "temple" had each character on their own path, solving their own set of puzzles to reach the end. I would honestly be open to more segments like this one, I think one of Wild ARMs' narrative strengths so far is that the party doesn't really feel like a unit. They're just three strangers who happened to be at the same place when someone was looking for mercs, now cast on a journey to save the world.
Speaking of narrative strengths, the end of the aforementioned temple had a very good story beat where the gods of this world test our heroes by playing into their deepest fears. It's not like reinventing the wheel but I like that we have something to go off of for these characters other than their quest. As much as I like old JRPGs, that unfortunately wasn't always the case. And it gives us a bit of a look into our otherwise silent protag's psyche, something that I really like to see in this kind of game. Legit, my favorite moment in Earthbound is the moment where Ness' thoughts are projected onto the wall at the end of the seventh Sanctuary, giving us a look into how our protag who has been silent since the journey started feels about things.
This segment of the game was worrying for me though for one key reason. See, Wild ARMs is a Western, it is using the aesthetics and narrative structure of a Western to tell a JRPG story. And I don't know why it didn't occur to me that this was a bridge we'd have to cross eventually, but like. This play session saw the introduction of the "Indians" of this game, the Baskar people of the plains. I cannot comment on how respectful this depiction is, or really if it should even be considered a depiction given that, while the Baskar do take on the aesthetics of the spaghetti Western depiction of the Indigenous peoples, their story is not really that. But I wasn't exactly comfortable in it nonetheless!
4/18/25
THIS GAME HAS A GRAPPLING HOOK!!! It's a little funny who gets the Grappling Hook, like. They make such a big deal about how rare it is to be able to use ARMs, aka, technology. In this universe it's basically a form of magic with a genetic predisposition to utilize. It's the thing that makes the protagonist, Rudy Roughknight, great cowboy name, an outcast who wanders the plains. "Commonfolk" as it were don't take kindly to his kind, they invite trouble. And Jack, the Treasure Hunter, is like the most "normal" member of the party, he can't use magic and he can't use ARMs, his special abilities are something that he trained to learn. But like. He's the Treasure Hunter, he gets the grappling hook.
A lot has happened since I last checked in with this diary, I've done like six or seven hours more game. I'm really enjoying the sort of action-adventure-y elements present in the game a lot. I'm reminded of a video I once saw on Mystic Quest, the Final Fantasy spinoff intended to get Americans accustomed to JRPGs so that they'd buy them and JRPGs wouldn't perform terribly outside of Japan. That game's one singular strong suit was that the weapons you acquire in the game also served a function in the overworld, allowing you to chop down trees, climb walls, etc. Wild ARMs feels like kind of a better version of this idea, it takes a lot of notes from top-down adventure games like Link to the Past. Mind you it's not going full Zelda, yet, but it feels nice to be doing something in the dungeons instead of them just being "here is where your objective is".
Our heroes have failed! I knew they were going to, mind, the game's pacing made it obvious given we're only like 12 hours into the game. But I'm actually very glad that the main quest of the first part of the game was such a colossal failure? It feels very right for this game, that this ragtag group of cowboys and drifters who all have individual ambitions and narratively struggle to work as a unit failed to stop the villains from beginning the apocalypse. I hope this failure gets the ball rolling on their development more, both as individuals and as a unit. I really like this cast and want them to have more to them, ya know.
Speaking of the cast, met a lot of really interesting characters this section. Zed is already such a fun character, the sort of comic relief villain with an eccentric personality and amazing theme that takes a more "frenemy" approach to his conflict against the heroes. I realize this guy is in every JRPG but you know what. It's a banger every time. A lot of characters in the first bit talked a lot about "Calamity Jane", an apparently famous outlaw named after the real world Martha Jane Canary. Well we finally met Calamity Jane and she's, surprise, a little girl! Like literally just a child. She has managed to get a lot of power in this world both due to her wealth (she is followed around by her butler), but also due to her ability to use ARMs. She kind of serves as a folly to the main cast, being an ARM wielding treasure hunter of means, filling in the various notes of Rudy, Jack, and Cecillia, but being in the game for her own personal gain and actively stating she does not care about the incoming apocalypse, all she cares about is her own wallet getting fatter. Finally we met Captain Bartholomew, a down on his luck ship captain whose rivalry with a powerful merchant forces him to marry Cecillia so as not to look like a fool. This guy briefly had me worried because the wedding ceremony was a quiz minigame and if there is one thing I know from my brief experience playing FFVII, it's that PS1 JRPG minigames SUCK. But he's now our main mode of transport, we can now travel the world much easier from his involvement! Shame he never found his match though,
This game certainly has a very 90s JRPG sense of humor. This game has one of those wild localizations that people used to hate but now really miss, where there's a lot of pop culture jokes and gags and the whole thing has an irreverent tone despite the game meaning to be serious. Enemies use 90s slang, a lot of enemies have names referencing, like, Stephen King books, it's very Woolseycore. I'm kinda back and forth on it because on the one hand, I'm not the most fond of this kind of localization, tbh. I respect the work Woolsey and those like him have done in making games palatable for a US audience. But like, this kind of overly jokey tone is never my speed. But on the other hand, something I really enjoy about Wild ARMs is how 80s/90s manga it feels. It's art style is very manga (it even has a 90s anime intro) and its combination of Wild West and classic fantasy feels like a very manga setting. And this very irreverent tone really makes it feel like a 90s manga. It's a bizarre mix, it's not really my vibe but I still find it charming? Idk, maybe I'm just nostalgic over this style since I did play a lot of Chrono Trigger SNES totally legitimately growing up.
I would once again like to shoutout the amazing soundtrack by Michiko Naruke. Her work on this game really ties the whole thing together, tbh. Like, this previous gameplay section had us teaming up with a pirate to sack a ghost ship, at certain points it feels like we've just totally lost the plot of this "Cowboy JRPG". But the music really makes it feel like a Western through and through. I'm a little sad she doesn't seem to do many games anymore, only doing it looks like one or two games every couple of years, he work is excellent. A few of my favorite tracks so far.
4/22/25
I'm starting to have the distinct feeling that Wild ARMs is one of those games where the shops only sell basic healing items, and for more advanced forms of healing you're going to need to either find them in chests or get them from enemy drops. I get why this is the decision they made, the world of Filgaia is a wasteland. In keeping with its Wild West theming, the scenery is mostly grassland or desert. A major part of the game's worldbuilding is how extinction is imminent because the land is dying, slowly becoming unable to sustain life. It makes total sense that the harvests would be limited to the most easy to grow plants possible. It's just, you know, inconvenient. Heal Berries, the game's basic potions, only heal 200 HP total, I can burn through 10 of them at a time. I'm starting to think it'd just be better to stop wasting my time buying them and just have Cecillia take care of the healing.
I got to see a lot more Jane in this part of the game, always a fun time. Calamity Jane is quickly becoming my favorite character in the story, on top of being sassy and hilarious and kind of a badass, her ideology is super interesting too. During this section of the game, we stumbled upon where Jane is from, this town out in the middle of nowhere. My previous statement that Jane was wealthy appears to be a mistake, Jane is actually rather poor, her father being a scientist who risked their entire fortune moving out to the middle of nowhere to investigate an obscure ancient ruin , bringing along every orphan he could find along the way to build a space where they would be safe and loved. This radical shift has caused Jane to develop a deep resentment for her father, she even claims she hates him. But she does not hate his mission. Jane's outlaw behavior is, it turns out, due to her wanting to make sure that the orphans are taken care of. No, Jane hates her father for the same reason Jane hates every self-described do-gooder: they do things "because they're right". Jane simply does not believe in "because they're right", Jane believes that the only things worth doing are things you believe in, that you have a passion for. And she brings this challenge to our party: if saving Filgaia is something we're only doing because it's the right thing to do so, then we should let it die. We need to find our own reason for saving the world.
We gained a bit more insight into the characters in this section. I mean, not Jack, Jack's deal is pretty well set, he clearly is on this quest for revenge and is trying to find the "power" necessary to accomplish that goal. But Cecillia has a moment where she spiritually connects with one of the ancient weapons that was left behind from the old war and the both of them bond over how they were born/created to fulfill a role, both feeling as if they have no choice in the matter. It was very sweet, I really enjoy Cecillia's whole deal of feeling like she never really has choices, only expectations. Rudy though, Rudy get some big lore drops this section. We found out a lot about why Rudy is a drifter, how he was once a true "Dream Chaser"(the in-universe name for adventurers) with his grandfather and how after he lost him, he felt like adventuring was pointless. A large chunk of this previous section was exploring a dungeon that served as Rudy's grandfather's former workshop, actually. It was nice to experience.
I had my first game over this section! At least I think it's my first game over, may have had one early game and just forgot, lol. I reached a major bossfight, Boomerang and Luceid, and man. Having two enemies in a boss? So hard! I don't feel like this game was, like, easy before this, I definitely had figured out a strategy for most enemies but I also felt like I needed to heal after every couple of battles. But Boomerang really just wrecks you, his attacks often deal half HP to where I'm at in the game and combined with a second entity also attacking, a party member can easily die turn 1 off a couple high rolls. I'm starting to feel bad for Cecillia, tbh, it feels like she doesn't get to do anything offensively in most boss fights because she's spending all her turns either buffing, debuffing, or healing.
I really wish I was playing this on a console that had a screenshot function. I have always been fond of the game's visuals but there were some incredibly beautiful pieces in this previous section. The game's visual style of using 3D models to appear as if it's a 2D RPG is infinitely charming to me already, but the way it adds just a little more depth to scenes because the characters are 3D models and act accordingly really does enhance some of the emotion in quiet moments. Also I'm like convinced something in this previous section was a reference to Chrono Trigger and I'm a big Chrono Trigger stan, I really should play that again soon.
I'm weirdly feeling like I'm both nearing the end of the game and still at the beginning of it? I don't know how much game I actually have left, I've been skimming a walkthrough and I've been good about not looking ahead, but like. On the one hand, I'm completed Cecillia's entire spell grid and I'm almost done with Jack's fast draws, having what appears to be 8 out of the 12 slots in the menu. And storyline wise we are about to launch an assault on the villains' stronghold. On the other hand, I've only acquired 3 of Rudy's ARMs so far (btw, the most recent ARM was a rocket launcher, cool as hell), I've only fought two of the big bads so far and defeated one of them and also like. I'm only 16 hours in? It's not unheard of for a JRPG to be that short but I feel like either I might be reaching the finale or I might be about to enter an Act II as it were. We'll see, I guess!
4/23/25
Our heroes succeeded!!! Last night's play session saw our heroes defeating Mother, the "big bad" of the game that the villain faction spent much of the first part trying to resurrect. Mother is a classic JRPG final boss design, btw, again, wish I could screenshot so I could show you. She has a beautiful humanoid face and torso but it's attached to this insectoid body, it's so classic. Her theme is such a great JRPG boss theme too. But yeah, she was defeated, the villains' plan seemingly foiled, our heroes escaping in a moment of triumph surrounded by the friends they've made along the journey. And as I suspected, we're about to enter Act II.See, throughout the "final dungeon", we were being aided by a mysterious figure in a cloak who claimed to be a victim of Mother's previous destruction. Mother is kind of a Galactus or Lavos figure who goes from planet to planet, destroying and consuming all life before recruiting a handful of heralds to guide her to the next planet. This mysterious figure turns out to be Zeik, the leader of the villain faction, the Quarter Knights. The Quarter Knights, as it turns out, were all secretly working to betray Mother, as they originally believed Mother would help them take over Filgaia instead of destroying and consuming everything on it, including themselves. They now come to our heroes with a warning: they will be making moves to achieve their own goals, the heroes victory is only temporary. It's kind of interesting to see an evolving conflict like this in a JRPG, it feels like so often in the genre the villain is established very early on and anything else that arises in the meantime is sort of an episodic conflict, you know.
4/25/25
Cecillia has received upgraded spells!!! I'm so excited, you don't even know, Cecillia's damage output was starting to trail and her role as the team's healer/support character was becoming really cumbersome. Now though? She can do all her setup in like 2 two turns and really start switching over to damage dealing in boss fights. It's such a massive boon to combat, it feels like such a massive leap gameplaywise. Combat already had a good flow in this game but Cecillia's spell upgrades? Takes it over the top, I feel so powerful now.
Unfortunately though, I'm starting to get tired of Wild ARMs. This isn't really the fault of the game itself, the game is still really fun, but I am feeling the parts about it I really liked, the made it stand out amongst its genre, are more and more taking a sideline. Outside of brief returns to town to rest, stock up, and talk to townsfolk for info; the game just no longer feels like a Western. Much of the game at this point is adventures on the high seas until you find the correct info chain to figure out where you're meant to go, at which point you're tackling high tech alien strongholds. It just kinda feels like the game has lost the plot, no longer the JRPG Western or even the Western themed JRPG, just, well. A JRPG.
Now, all that being said. The game DID give me a Bazooka. So like. Rudy might be a robot? Scratch that, Rudy is most definitely a robot, but I think the game thought it was being subtle by never naming him in his grandfather's diaries about finding a robot child. For as much as I'm not entirely into the game's pivot into pure sci-fi, I can't be mad about a robot cowboy, that's objectively cool. I'm curious how this revelation will be handled in the coming narrative beats, like obviously I know, but I don't think the main characters know, least of all Rudy.
Speaking of unsubtle reveals, one of the bad guys is just. Very obviously an ex-lover of Jack's. She's had her memory wiped and she's been transformed into a larger demonic form, but like. Her and Jack have a flirtatious relationship, with her giving Jack cute little pet names as they fight. And after going toe-to-toe, they both talk about how the other feels so familiar but they can't quite place it. Even in a genre known for its lack of subtlety, this is heavy handed. There's even a point where Jack turns to Rudy and Cecillia and goes "I'm sure you know what's going on but can we please not talk about it until I'm ready", which feels like it's talking the audience as much as it is to the characters.
Idk, I don't want to just be shittalking this game because I am having fun with it still. Like, it's a good game, very no frills outside of its Western theming but still very fun. There are loads of things I did like about this chapter as well, getting to explore the world in full was pretty fun, there's lots of secret little nooks everywhere to find. I got a lot of cool optional summons this part of the game, something I don't think I mentioned is that summons not only are big flashy aces in the hole when you need them but they also buff your characters because they're part of their equipment spread. As such my characters are like, really powerful, lol. The action-adventure elements of this game really are enhancing dungeons, this last section had a dungeon where you have to keep grappling from point to point, felt incredibly Zelda in a really fun way. I unlocked fast travel and that's been great, the game teleports your ship with you so you don't have to remember where you've left it every time, which feels surprisingly forward thinking to me. Like, the game has a lot good about it. I just feel like what makes this game so unique is now just kind of gone and what's left is just a good but not noteworthy JRPG.
4/27/25
This section of the game had a point where Jane tells Captain Bartholomew "this is a game, you should always be carrying a special weapon". I've been really back and forth on this game's writing and, what I assume, is the localization job, but like. It's really starting to wear on me, y'all. I feel like this very jokey tone is only serving to take me out of it at this point. We're pretty close to the endgame, I think, and things are supposed to be getting more serious in the text. We've had a couple run-ins with the big bad, one of our main characters was seriously injured in the midst of the conflict, heck, when this joke was thrown in there, much of the important supporting cast was being assaulted by a sea monster and it looked like they may not make it. Idk, maybe I'm just being too much of a stick in the mud but for as charming as the localization can be, it doesn't have a good grasp on time and place.
Rudy is, indeed, a robot! A lot of this previous section was devoted to Rudy sustaining an injury he could not naturally recover from and having to track down the elf-like race of beings who created him, the Elws, who abandoned Filgaia a millennia ago after the original war between mankind and the demons. I've been kind of iffy on the transition this game has made to a more standard JRPG, but finding the Elw world was super neat. The Elws live in this pocket dimension that freezes one of the parts of Filgaia 1000 years in the past. It's nice seeing the wasteland as we've been told it was in the past, a lush green collection of forests and grasslands, brimming with life. And the geography is completely different too, rivers that exist in the present don't exist in the past, mountains haven't eroded yet, it's super cool. The Elws themselves are nothing overly special though, while they were once a technologically superior race that defended mankind, they've now forgone technology due to its destructive power and live a peaceful agrarian lifestyle.
This section obviously focused a lot on Rudy, we got to see what his childhood was like and how growing up as a robot impacted him, but this chapter of the game also really focused on Cecillia. Cecillia's arc kind of finishes up in this part, she returns to the first dungeon of the game and faces a new challenge in her goal of rescuing Rudy. I'm really starting to wonder honestly, like, how much of this game became open when you defeat Mother, it feels like you could genuinely do a lot of this in any order though maybe there are roadblocks I'm not seeing because I am doing these things in the order the game wants me to. Anyways, Cecillia has always struggled with the concept of love, having been born a princess and raised to be a savior she's never particularly felt like she was loved and, in turn, doesn't really know how to love, either herself or other people. But in this part she takes up the charge of saving Rudy and in turn reflects a lot on herself because of it. I don't really want to get into how kind of problematic it is that the female MC's arc has so much to do with the concept of love, especially as it pertains to a blossoming romance with the male MC, but her efforts do restore one of the three lost gods' faith in Filgaia and they subsequently grant Cecillia their strength. I'm happy, Cecillia's best possible summon for a hot minute before this was one that only caused Instant Death when summoned, it was USELESS on bosses.
We got an airship!!! Always a banger moment in a JRPG, getting an airship. This is the kind of anachronistic tech I can get behind, way more of a steampunk feel to it, actually fits in with the games' wild west setting. I gotta tell ya, I've played like one other JRPG this year, FFXV, FFXV makes you jump through so many hoops to get an airship, it wasn't worth it, give me the airship as a story beat you cowards. And also have a better story you cowards, god, FFXV sucks. It's sad to see the ship that has served us well for so long, the Sweet Candy, go though, another casualty of the fight we're waging for Filgaia's future. It had become such a central character in the cast up to this point. However, not going to pretend it isn't nice to travel the overworld without encounters, lol.
The dungeons have just gone full Zelda at this point and honestly, here for it, this rules. Wild ARMs is starting to feel less like a RPG with action-adventure elements and more like an action-adventure with RPG battles and progression. Which I guess in the grand scheme of things, the two genres aren't that different, they both kind of spawn from adventuring books, tv shows and board games, just with two very different outcomes. But like, puzzle solving is fun, they give us more tools to do it every other dungeon and it really enhances the gameplay. It's not fully to the complexity you'd see in the action-adventure genre but it's way more than I ever expected from a JRPG.
It feels weird to say this right after saying how I was ready to be done with Wild ARMs in my last entry, but I've actually been really enjoying myself again. Wild ARMs is just such a cozy, comforting game. It is basically the definition of JRPG comfort food, a great "turn your brain off and watch numbers go up" kind of game. I feel at home playing it, it's unlikely to crack my top ten or anything but playing Wild ARMs is a little like getting a warm hug. I'm still kinda ready to be done with it, I think, I've been playing it for like over 2 weeks now, but I'm also going to miss it when I stop, I think.
4/28/25
This will likely be my final "diary" style update, I'm pretty confident that I will beat the game in the next section. This section of the game finally explained what Jack's whole deal is. Like we've gotten some hints beforehand, there was a moment early on in the game where Jack was surrounded by illusions of a crowd of people he apparently couldn't protect, but this section explained Jack was formerly a knight of the Kingdom of Arctica, a sort of House Stark like Kingdom in the north of Filgaia. Arctica only had a handful of knights, they were meant to be the most elite squadron in the world, and each knight gave up their name to take on a title which represented a piece of knight armor. Jack's name, Van Burace, was the arm brace, designed to both protect the sword and protect the people from the Sword, the Sword being his aforementioned ex-lover Elmina who has been corrupted and mutated by the Demons into the powerful Lady Harken. Jack failed at this duty, leading to the Kingdom of Arctica falling shortly before the events of the game, and he has since been on a quest to gain power to avenge his people. And, at the end of his journey, Jack realizes his purpose, that his power is not the anger of revenge, but the courage to protect, and becomes the avatar of the lost goddess of courage in the same way Cecillia became the avatar of the lost goddess of love.
I don't think I've mentioned this before but the level scaling in this game is wild. Like, every enemy has an assigned level. but I don't think they really matter. I'm fighting a lot of "level 50+" enemies in this area I'm in and I still feel overleveled despite being almost 10 levels down on all of them. I can regularly one shot basically everything with my party's various weapons, spells and super moves. I'm not complaining about being strong, mind, I'm glad the game has been kind of breezy for me as one of the main reasons I like it so much is how cozy and turn off your brain it has been. I just think it's weird to assign numbers to enemies and ultimately have them not matter because you just are given so many win buttons.
I completed a pretty major sidequest in this section, the restoration of Adelhyde, and it felt super rewarding to do so. Like you don't really get anything out of it other than an optional summon, which by the time you get it has been outclassed by unlocking the Hope (Hope is Rudy's big lost god summon, the Dragon god of Hope being awakened from the power of a robot being able to hope for a brighter future), Courage, and Love summons, but it's really nice to see this town thriving again. And a less significant for the gameplay but arguably better reward is that the restored town has the "festival" theme we originally heard at the beginning of the game but hasn't been heard since. It makes you feel so much triumph, that in the face of all of this strife the world is healing.
I want to give one final shoutout to the composer of this game, Michiko Naruke. I haven't really been talking about the soundtrack since defeating Mother because like. It's been fine, a lot of the tracks have remained the same, there have been a couple new ones, but like. Most of the songs you hear are from the first half. And a lot of the new stuff fails to really capture the Western feel, sadly, it's a lot more great JRPG stuff but I don't find it as noteworthy compared to the Western feeling tracks. There have been two major standouts in this half though. The first is Boomerang's theme. Boomerang is your classic JRPG villain trope, the bad guy with a distinct code of honor who only antagonizes the heroes because he is looking for a worthy challenger for him to have a glorious battle. The theme really encapsulates everything that works about his character AND has this distinctive Western feel to it, feeling like the theme to a stand-off. It's always a welcome listen whenever he pops up, especially in the more distinctly traditional JRPG tone of the latter half. The other theme I want to highlight is the theme of the past Filgaia's overworld. This song feels so tranquil and grand, like you're really looking into the past when the world was green and beautiful, while also feeling very solemn. It speaks to the tone of that section of the game, a world meant to be a screenshot of a specific point in history by a people who refuse to live with their own mistakes.
I'm a little put off by the finale, I'm just gonna level with y'all. This is no fault of the game's own, mind, this is just my brain being a weird, but like. I keep thinking of Xenoblade Chronicles 2, which if you don't know already, is my least favorite video game of all time. We're in this giant tower to the heavens, climbing it up to an orbital city in space where the main villain is seeking to use the weaponry on the orbital city to destroy the world. It's very similar to the finale of Xenoblade 2. It gives me too many flashbacks for comfort. We persevere though! Like I said, next time I check back in with y'all it'll probably be after I beat the game, I'm excited to wrap this one up. I've been having a good time with it but I wanna move onto other games, the "shortlist" sure ain't getting shorter, lol.
4/30/25
And so we have finished it. After almost three weeks of playing, Wild ARMs finally can be checked off in my backlog. The endgame honestly wasn't too bad. I had to do some minor grinding to restock some of my items, I was very worried about running out of the MP restoring magic carrots in particular. A lot of the normal enemies in the final dungeon basically needed Cecillia to kill them before they became a problem. But like, I didn't have too much trouble all things considered!
The final dungeon had some pretty neat puzzles in it. They do some pretty interesting things with the idea of exploring this ancient space colony, having you enter multiple separate districts abandoned by this long gone civilization and solve puzzles in each of them. There was, in particular, a super interesting puzzle where you're teleported into the colony's residential district, which is still running a simulation of it being populated, and you have to find one of the three hidden keys to access the control room hidden somewhere in the town. You're given clues by the simulated residents on where the key is, but because the residents are all simulated, they are telling you lies and half-truths, and you have to piece together where the item is based on info you can't trust. I really liked that one. There was also a neat door puzzle where you had to maneuver through a maze of doors that keep switching on you and you have to find your way to the two switches, that one was also a standout.
I've been talking a lot about how the game felt like it has lost its way from its Western theming, but I'm happy to say that the finale honestly brings it back around majorly for me. The ending cutscenes see our heroes looking over the land as the sun sets, looking out on the land they saved, the world which they must now protect. The trio then resolves to continue their journey, wandering the wastelands, restoring towns, fighting off monsters and outlaws, doing what they can to heal the world of Filgaia. All the while some excellent Western-sounding songs that I unfortunately am having a lot of trouble finding play. Seriously, it's so hard to find the songs of the English ending because they have different songs in the Japanese OST and you know how fans of Japanese media can be, they tend to think of any changes as being definitively bad and something that should be erased from the canon. Hot take though, the US credits song is WAY better than the lyrical Japanese song. It really ties the whole game together for me.
In the end, while I had my problems with it, I did really enjoy Wild ARMs. It's such a comfort food JRPG, it has this nice, homey aesthetic and vibe, it has a fun turn off your brain turn based combat loop, it has a very pretty and very classic visual style, amazing soundtrack, etc. The story didn't always work for me and I feel like it kind of loses its way at certain points, but I'm super glad I played it and would easily play any of the sequels if I could get my hands on em. Unfortunately only Wild ARMs 1 was on the PS Classic, sad. It's well earned its status as "one of if not the best JRPGs on the PS1 that isn't Final Fantasy", I feel like it's honestly a must play for fans of the genre.