Some game series have longer life than I'm due to give them credit for. One example of this theory is Wild Arms, which was originally introduced back in the hey-day of the PlayStation and has somehow survived through a number of releases, including last year's Alter Code F. Now comes Wild Arms 4, but, surprisingly, it comes from a brand new publisher, the folks at XSeed games. Have they picked a winner on their hands with this sequel, or does it just traverse the same old ground we've seen before?

Surprisingly, it does strike up some originality. The game follows young teenage warrior Jude Maverick and several fellow party members as they make their way across the land of Filgaia, fighting some shadowy enemies who have their own plans for the peaceful terrain. OK, so maybe the plot line doesn't exactly ring of any originality, but you don't really know the flavor of a sandwich unless you know what's inside it, don't you? The story line actually breaks a few barriers, even breaking into modern-day topics such as existence or the question of God. It doesn't go all Bible Game on you and hit you with ridiculously overdone monologues, but rather strays from a traditional RPG and trends new ground as a result. That alone warrants a look.

But the game also introduces two new parts that show a bit of uniqueness for this series. The first is the new HEX Battle System, which breaks the playfield into a hexagon-shaped grid, where the characters can stand on one of seven spots and prepare their commands for battle against enemies standing in different spots. It's a pretty cool system with a bit of complexity thrown into it, and can be rather fun once it gets off the ground. Even powering up mana and casting complex spells comes into play, especially when you face one of the game's tougher boss enemies.

The second new part is actually rather unique for a role-playing game- platforming. Yes, in some segments of the game, you'll take control of Jude as he jumps around, trying to reach certain puzzle segments and get past obstacles, either with his own traditional skills or his unexplained (but very cool) Accelerator technique. This probably won't appeal to everyone, as I know some people get into RPG's just to AVOID any sort of platforming example. But I think it's a fresh addition, and I'd like to see better examples of it in future games.

The game also features a graphic interface that'll strike up a fancy. That's not to say the graphics themselves are overwhelming, especially in some spots where the terrain just looks a little dry. However, some of the backdrops are rather creative and unconventional, ranging from the Wild West to a casino. It's like someone jumped in a time machine and just started kicking levers. The "talking interface" between characters also has some ingenuity, further moving along the story.

As far as audio, the soundtrack isn't exactly as stellar as Alter Code F's, but I still liked a few of the tracks that were offered. The voice acting, however, could really use some work, especially some of the later characters introduced in the game.

If there is one big problem that keeps Wild Arms 4 from joining the legendary ranks, it's probably the basic computer intelligence. The game is mostly a pushover due to the fact that some enemies are really predictable, with only a few stronger characters stepping up for any kind of challenge. Fortunately, the game still has longevity to burn with 40+ hours of play, and its battle system is creative enough to keep you working through it and getting better skills. Furthermore, the game lets you import your Alter Code F saves rather nicely.

Wild Arms 4 isn't going to redefine the RPG genre as we know it, but it does break new ground and, for that, I'll give it a recommendation. After all, creativity is key in order to get ahead in this gaming world, and XSeed seems to be following this logic pretty well. I can't wait to see what their camp cooks up next.