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Destructoid Review: Wild Arms XF

The PlayStation Portable has become quite the role-playing gamer's system as of late. Square Enix's Crisis Core is making big waves right now, but the string of good quality strategy RPGs have been the real highlight. Final Fantasy Tactics: The War of the Lions, Jeanne D'Arc, and Disgaea: Afternoon of Darkness have all managed to keep fans immersed in portable strategy bliss for some time, and the Wild Arms series first departure from standard, turn-based RPG gaming looks to continue this run.

After five series games, Media.Vision has shown that they know how to make an American Old West Japanese role-playing game -- they're the only ones who do it. But this is the first true tactical SRPG in the series, as well as the first portable game. It does take the hexagons from the battle systems of Wild Arms 4 and 5, but throws out the rest in favor of classic 2-D strategy gameplay.

Does Wild West sci-fi make for a good tactical SRPG? Does Wild Arms XF continue the run of strong strategy games for the portable? Most importantly, does this game still have that whistling song?

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