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Ashley Winchester signs on to fight terrorists and ends up battling something living inside him. A young gunfighter drawn into ARMS, a newly formed anti-terrorist squad, he is caught in a summoning experiment by the terrorist organization Odessa, an attempt to revive Lord Blazer, the demon behind a disaster a thousand years earlier. Ashley comes out of it bound to the ancient sword Argetlahm and to a power he can barely control: the ability to transform into the armored Knight Blazer. It is a darker, more personal hook than the first game offered, and Media.Vision builds a sprawling story around it.
Wild Arms 2 is not a direct sequel. It returns to Filgaia, the series' blend of frontier Western, steampunk machinery and high fantasy, but tells a new story with a new ensemble. Brad Evans is a former war hero turned convict, Lilka Eleniak is a teenage sorceress in training determined to prove herself, and Tim Rhymeless, Kanon and the secret character Marivel Armitage, who can be recruited at Crimson Castle, round out a cast of very different personalities. Facing them is Odessa and its leader Vinsfeld, an organization bent on nothing less than world conquest.
Dungeons are where the series' personality shows. Every character carries Tools that open hidden paths and solve puzzles, from Ashley's Hurl Knife and Flare Gun to Brad's Kick Boots and Lilka's fire wand, so exploring feels closer to an action-adventure than a straight corridor crawl. Out on the world map you send out a search signal to reveal hidden towns and dungeons, which makes discovery feel earned. Battles are turn-based, with turn order driven by each character's response stat, and while three fighters take the field at a time, you can swap in reserves from a party of up to six. Summoned Guardians bring big, flashy firepower when a fight turns against you.
Michiko Naruke returns as composer, and her score carries the same lonesome, Western-tinged spirit that defined the first game's sound. Wild Arms 2 arrived in Japan in 1999 and in North America in May 2000, late in the PlayStation's life, and while reviews were mixed to positive, GamePro summed up its appeal by calling it "worth every minute of playing time." This is the entry where the series grew from a trio of wanderers into a full ensemble war story, and it makes the natural bridge between the original and Wild Arms 3 on the PlayStation 2.
Wild Arms 2 is not a direct sequel to the first Wild Arms, although it is set in the same fictional world Filgaia, which combines elements of Old West, steampunk, and fantasy. The turn-based combat system against randomly appearing enemies resembles that of the predecessor, featuring techniques unique to each character, as well as the Guardian system, which allows the characters to summon powerful creatures to assist them in battles. Three combatants can be used actively in battles; the player can also switch any of them with a reserve character, up to six altogether.
Summary from the IGDB community database — the condition and contents of this listing are described above and in the photos.
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Games arrived quickly, packaged well, and was in great condition. Would purchase from again.
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Wild Arms 2
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