Bizarre localization conundrums aside, this is a solid game through and through. It has more charm and character than a vast majority of RPGs being released these days and gives us a fresh new take on an already-innovative game from years ago.
Wild ARMS Alter Code: F contains too many technical and presentation missteps to be considered a classic worthy of the hallowed halls of RPG Valhalla, but coasting along on story and style alone takes it far.
While far from perfect, this game exudes the same charm that made Wild Arms such a cult phenomenon, and those who can look past its occasional shortcomings will find Alter Code F to be a classic to be treasured for years to come.
My suggestion is that this game should definitely be purchased, but if you're playing "Dragon Quest VIII," wait a couple of months after finishing it to play Wild Arms Alter Code: F, otherwise you're simply not being fair to yourself or to this great game.
Players new to the series, or looking for a more cerebral RPG, should stay away from WA:ACF. The battle system is rather simplistic and the plot rather too cliché to derive much fun from if you're not looking for something quite that barebones.
It's a little linear, a little easy, and a little unattractive, but the characters still have a lot of personality, the dungeons are actually fun to navigate, and there's enough extra content here to keep you busy for quite some time.
The classic gameplay remains largely the same, and although certain elements haven't weathered the years all that well, fans of the series and dedicated RPG junkies will get good mileage out of this one.
It’s not really fresh, revolutionary, or exceptional, but Alter Code F is a way to revisit old times, a history lesson on the early days of the genre, and a way for a game company to make a little extra cash.