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In terms of gameplay, Enchanted Arms doesn't break any barriers either, so if you've played a turn-based RPG before, you've played Enchanted Arms. That being said, the combat is intense, and despite not being entirely original, still offers some enjoyable strategic elements that go beyond simply attacking, defending and choosing an item. Once the battle begins, characters are placed on a grid system and must be positioned based on the range of their attacks. For example, Atsuma's wave attack strikes three grids directly in front of him, so if he's to the left or right of the enemy, he obviously can't attack. Some skill moves require players to get up-close-and-personal, while others, such as Karin's Aqua Mist, can give you a bit of breathing room. Either way, every attack eats up at a character's EP. Once their EP is depleted, you either have to choose the standby option or use an item to replenish those valuable points.
But where Enchanted Arms truly shines is its sheer number of playable characters. Unfortunately there are a measly six human characters to play as, and only four after a certain event in the game, but the number of available golems is still an impressive feat. Golems are acquired by two different means. You can purchase the blueprints for them when accessing an item crystal (where you purchase all of your items and synthesize your equipment), but the best golems must be located in the game's many dungeons and then fought in order to add them to your roster. Although in both scenarios, you can acquire the golem's blueprints, you still need the correct amount of materials to synthesize them.
Aside from each golem being completely unique, (seriously, a golem with the face of a large pizza, how can you beat that?) they're also a blast to collect, and you'll find yourself synthesizing golems even if you never plan on using them. But despite the number of golems to craft, most of them will take to the sidelines after only a few uses as stronger golems are acquired around every corner. There are, however, a few that are more useful than others. Lord Onyx for example, properly upgraded, can take you through half the game easily, and later in the quest the golem's you earn are so powerful that using anything other than them is about as pointless as battling every random encounter the game throws at you.
If you've got a hankering for online play, then you'll be happy to hear that Enchanted Arms features full Xbox Live support. Here you can load your golem party and pit them in battles against the entire world. While the battles can be a blast, locating opponents who are at, or at least near, the same skill level as you can be a chore. The lack of a functional lobby system also means that once the match is over, it can be an exercise to find that opponent again unless he or she is on your friends list.
Visually, Enchanted Arms is hit and miss.
Visually, Enchanted Arms is hit and miss. On one hand, the scenery can be absolutely breathtaking, like the flowing fountains, confetti tearing through the air, and towering structures of Yokohama. On the other hand, the environments can get a little dry, especially later in the game when players must succumb to barren corridors bathed in dull, recurring colours. The CG scenes, though few and far between, are also a sight to behold.
On the other end of the spectrum, animations and particle effects that follow the numerous skill attacks are spectacular (when you're not fast forwarding them of course), and are often complimented with attractive lighting effects that help breath new life into each of the environments. The inclusion of some low-res textures here and there and an occasionally dipping frame rate are about the only major visual complaints, but even so, the 360 is clearly not using all of its muscle.
If there's one aspect of the game that really gets under my skin, it's the laughable voice acting, which seems to plague just about every Japanese game these days. Fortunately Ubisoft had the foresight to include the option of switching to the original Japanese voices at any point during the game. Do yourself a favour and make the change the instant you're prompted, as the original voice work is leagues better.
Considering this is the first real next-gen JRPG on the Xbox 360, we really shouldn't be complaining. It could have been another Ephemeral Phantasia or Heroes of the Lance (if you recognize that vague reference, you're as nerdy as I am). The biggest disappoint is how pitiful the narrative is. If anything, the story should be at the front lines of every RPG, but unfortunately these days, that's not the case. If you can get around its archetypal characters and unoriginal, yet functional, mechanics, Enchanted Arms can make a nice addition to your JRPG-less Xbox 360 library.
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