With most Japanese gamers
more than content to
pretend that neither Xbox
console exists, it shouldn’t really be that
surprising that Japanese developers
have been a bit cagey when it comes
to developing for the 360 or its
predecessor. But while most Western
developers have managed to cover the
majority of gaming bases out there,
there are certain genres that even the
most talented have struggled to cover
with any degree of conviction.
Take the traditional Japanese RPG,
for instance. While there’s no denying
that both Xbox consoles have played
host to some truly epic RPGs down the
years, the undeniable charms of taking
control of a flamboyantly dressed set of
characters and embarking on a magical
quest, taking it in turns to exchange
HP-depleting attacks with an array of
demons, elves, dragons and wizards,
remains something of a rarity on both
of Microsoft’s machines.
We should be singing the praises of
From Software at the moment, because
Enchanted Arms is about as Japanese as
RPGs get. Turn-based gameplay: Check.
Health points: Check. Magic: Check.
Levelling of hometown and/or slaying
of friends and family: Check. Clichéd
Japanese characters and locations:
Check. Token hero character struggling
with his destiny: Check.
While the premise sounds like just the
sort of thing the 360’s been crying out
for, the catalogue of errors that blight
Enchanted Arms are enough to ensure it
is little more than mediocre.
For starters, there’s the gameplay.
For most seasoned JRPG fans, the
combat elements will be pretty
standard fare. Players can have up
to four characters selected at a time,
who are then used whenever a battle
commences. The battlefield itself is
divided up into two grids (one for each
opposing force), with the player being
able to move their characters around
the grid, selecting an action and then
performing it, upon which the opposing
force does likewise.
Each character comes equipped
with a handful of moves to start with,
although additional moves can be
purchased later on. In addition to this,
each character belongs to a certain
element, distinguishable by the colour
of clothing or, in the case of nonhuman
characters, their skin (eg red
for fire, blue for water, green for earth,
and so on). These not only determine
what kind of basic actions they can
perform (fire characters would specialise
in close-range attacks, water in longrange
attacks, green in protecting) but
also how effective these actions are, with
attacks on opposing elements carrying
more weight.
While it’s nothing spectacular, the
battle system works well enough; the
initial battles are nothing overly taxing,
but as you progress, enemies will
become stronger and you’ll find the
game soon turns into a rather strategic
affair with the player having to think
tactically according to their particular
choice of character.