Wii Little King Story (Project O, RPG)

Confirmado para a Europa:

"Project O", titled after Ousama Monogatari in Japan and known in the West as King Story will definitely reach the Spanish market, according to Virgin Play confirmation, Spain's Rising Star distributor. Although still without a specific release date.
Fonte: http://www.revogamers.net/noticias-2483-Little-King-Story-llegar%E1-a-Espa%F1a.html

Imagens:

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Adorei o conceito do jogo. É cutesy-style levado ao extremo:D mas com um pedigree destes fiquei muito intusiasmado, se for bom (que suspeito que será) vem aqui pra casa.
E as folhas das arvores são corações AWWWWWW!!!
 
Tidbits:

O conceito basico do jogo é que todos os personagens, incluindo o jogador, têm as suas responsabilidades na elevação do Reino. Enquanto que o jogador através do pequeno rei Corobo, é capaz de ditar o caminho a seguir e dar ordens (como por exemplo, construir estradas e outras construções), os cidadãos, por sua vez têm de seguir as ordens do rei colectivamente e elevar tudo pelas suas proprias mãos. De facto, o pequeno rei é capaz de estabelecer relações particulares com todas as personagens e cidadãos, que têm todos o seu tempo de vida (util?) e a sua individualidade, com que o rei tem de lidar para executar a sua tarefa da melhor forma, ou seja assegurar que toda a gente está no sitio certo, à hora certa.

Mapa mundo:

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Reino de Arupoco:

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Reino governado pelo Rei Corobo. Rico em recursos naturais, desejam a unidade com o resto do mundo.

Reino de Sefushigi:

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Governado por um bebado, o Rei Doburohku, este sitio que de outra forma seria bonito está repleto de garrafas de alcool e papeis.



Profissões do reino:

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Soldado de baixa patente: Como o seu nome indica, não é muito forte. A sua força vem da sua habilidade de bater em inimigos pequenos repetidamente e o facto de que tende a lutar com todas as suas forças, devido às suas aspirações heroicas. Um feroz e bravo soldado.

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Carpinteiro: Constroem estradas e edificios, que lhes permitem influenciar o plano director da cidade e a sua arquitectura. Trabalham de forma muito eficiente quando em grandes numeros. Claramente uma das fundações do reino.

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Agricultor "Sincero": Este é um trabalho orientado para a exploração. Particularmente bons a cavar buracos, explorar cavernas e escavar materia prima. a qualificação "sincero" pode parecer estranha, mas é suposto ser uma qualidade.

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Caçador de Animais: Bom em ataques de longo alcance. Também podem ser acompanhados de um personagem especializado em ataques de curto alcance para uma formação de combate mais eficiente.

Outras personagens:

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"Bom" Rei Doburohku: A sua principal e unica filosofia é ser feliz e espalhar essa felicidade. Que grande rei.

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Princesa Booke: Não seria um exagero dizer que *ama* a analise e a ciência. É verdade, é a filha do Rei Doburohku.

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Liam: Um menino MUITO grande. Pode ser um vocabulário rude, mas é incrivelmente gentil. É oficialmente o ministro de... todos tipos de casos.

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Verde: Uma rapariga alegre, apesar de por vezes ter a mania que manda. É a ministra da admistração.

:D:D:D
 
este jogo esta agora a despertar o meu interesse ja tem data prevista para a europa?
Não, nem sequer uma estimativa.


Coverage pre-E3:

Punish the Mysterious Kings and Save the Princesses
Almost sounds like the tale powering the next Mario game, but there's much more to Little King's Story than that. Yes, you are a newly received king and you do have your own kingdom, but yours is hardly the only one. There are apparently seven total kingdoms in the world, including the Kingdom of the Drunks. Sounds like a fun spot to us. All of the kings boast different personalities, some more colorful than others. As you begin the game, each of the kings will try to taunt and challenge you, the goal being to squash you before you can become too powerful. But if you can survive, your power will grow and you may eventually even defeat their kingdoms, each of which houses a beautiful princess.

Kingdom of Drunkards :-D

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King Duvroc (tentative)

He is the king of the Kingdom of Drunkards that wishes for everyone in the world to be happy. He's 48-years-old and thinks it's Mardi Gras all year round.

Princess Bouquet
King Duvroc's daughter. She is a hardworker that loves science and analyzing things. For some reason, she is trapped inside a pot. After you defeat Duvroc, the princess will appear from inside the pot.

(...)
Fonte: http://wii.ign.com/articles/886/886872p1.html

Awesome :D
 
IGN
Audience with Little King's Story

While we wait for Nintendo to grant us a new Pikmin game, XSeed is prepping what looks to be a suitable substitute in Little King's Story. Part real-time strategy, part Harvest Moon-type life sim, the game puts players in charge of a small town and tasks them with growing it into a vast kingdom. There are giant monsters guarding neighboring areas, and as they are defeated the size of your empire will increase. We got an extended look at this Story recently, and came away eager to play more.

One day a young boy finds a crown that grants him the power to lead and, basically, control the people around him. A knight named Hauser has been searching the land for a leader, and when he senses your new abilities he finds you and becomes your advisor. The game runs on a daily cycle, and Hauser will provide you with daily reports about things like money and unemployment. He'll also send you news headlines while you're out and about in town. At the start your bank account will be $0, so you'll need to gather a few townspeople for a good old fashioned treasure hunt.

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The water color art is beautiful, but it's relegated to the cut scenes.


You have direct control of the king with the nunchuk's analog stick. The remote represents your scepter and by pressing the B button you will raise your in-game staff and call your citizens to follow you. The Z button will reveal nearby objects that can be interacted with or attacked. Around the town you'll find holes in the ground that may hide treasure. Pressing the A button will send your subjects to interact with an object in the direction you are facing. So you can send them into the holes to dig out the gold. Or they may have to destroy a fallen log that blocks your path. Once you've stuffed your pockets with money you can start building job houses and assign specific tasks to your citizens.

Job houses are where you send people to learn a trade. The first two structures you can build are farm houses and soldier houses. Farmers can cultivate cracks in the ground. Any citizen can be sent to attack monsters, but soldiers will deal the most damage. Soldiers can't dig, though. Later on you'll be able to train archers, carpenters, and more. Job types can be changed at any time. It takes a full day to build a house, so you can either wait it out or go to sleep and wake up the next morning. Sleeping is a good way to replenish the king's health.

You'll begin your reign in an old, run down shack, sleeping on a bed of hay surrounded by cobwebs. But as your kingdom improves, so will your crib. Eventually you'll have a castle fit for a king. When it comes time to build a town square your subjects will hold festivals there each time you defeat a boss and expand your territory. It's actually rather gruesome -- the beast's head is stuck on a pyre and the citizens dance around like pagans wearing masks. The square will also be where your mail box is, and subjects will drop off notes for you. They might give hints as to what you should do next or lavish you with praise.

The game's cut scenes are presented in a very striking water color, storybook style. They look great and should help draw the player into this fantasy world. The in-game graphics eschew this style for more traditional, Animal Crossing-like visuals. Your town is very colorful and there is lots of nice "business" going on like swaying trees and wind swirls. You can spin the camera around with the D-pad. A lot of the music is classical public domain stuff, but it's very appropriate for the world the developers have created. There are some cool, old school videogame sound effects in here, too. Voice work has been recorded for most of the characters and is presented in gibberish, although you'll recognize a few English words like "king" or "yes, sir." Even though most of it is unintelligible, characters speak with different accents to establish individuality.

A big difference between Little King's Story and Pikmin is that your followers aren't generic, expendable lemmings. Your subjects have their own names and personalities. The longer they live, the more loyal and obedient they become. The game's creators want players to develop a bond with their citizens. You have to earn their respect. At first they'll be hesitant to follow a kid and their tone will be one of condescension.


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Those cows look pissed!


Everyone's health is represented by diamonds above their heads. Strangely, as they near death they age, so with only one diamond left they will be slow, wrinkly old men. This goes for the king, as well. Farmers can dig up hot springs around town for healing. On his own the king is helpless. He requires his subjects to do everything for him. The bottom left of the screen displays the number of citizens currently following the king, up to 50.

If they perish, a funeral will be held for them the next day. Your kingdom is always growing -- never shrinking -- so the fallen will be replaced by strangers who wash up on shore. You never know who you're going to get, though -- you may get children who are more interested in playing than following orders.

Little King's Story is set for a near-simultaneous release in Japan and North America this winter.


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:drooling::drooling::drooling::drooling::drooling:
Nunca mais sai o raio do jogo!! (já estou a ver que os Europeus vão ser f**** nas release dates>()
 
Última edição:
Entrevista pré-TGS:

Is there a particular reason why you wanted to do Little King's Story on Wii?

Yasuhiro Wada:
The two main reasons we decided to go with the Wii was that one, we wanted a wide range of people, to play this game, and two, we agreed with Nintendo's reasoning that the Wii was the best way to attain [an] audience spanning all different skill levels.

From the little that we've seen of the game so far, it's clear that it has some Harvest Moon influences, like daily tasks and even the cow that the knight rides during the opening cut-scene. But will other aspects carry over as well -- like marriage or farming? Do you need to build finances for your kingdom?

YW:
For the cow, think of it as a cameo appearance similar to what you often see in movies. There are marriage and farming aspects in this game, but they are presented more as a part of your citizens' lives and not as something that you as the king will actively control. Completing quests will earn you money and help finance the growth of your kingdom. Using that money, you are able to select what to build from a list of structures at various costs and expand your kingdom as you wish.

The game looks like it'll have a lot more action than average life-simulation titles. And unlike Square Enix's My Life as a King, as the Little King you go out to command your troops, who follow behind you in a huge column until you send them off to do your bidding. Where did this idea come from? Did Pikmin ever cross your mind?

YW:
Little King's Story does have many simulation aspects in the game, but in my opinion, I think the heart of the game is based on action. Based on this action element, we tried to make the control interface as intuitive as possible, which led us to the control scheme we have now. I believe Pikmin is a masterpiece as it simplified a RTS game into a delightful experience that could be enjoyed by a wide range of users. I put in a lot of hours playing it, and perhaps some of our battle elements have been influenced by it. But Little King's Story has so many other features that are completely unique. I believe the two are totally different types of game.

What are some of your biggest challenges in making Little King's Story?

YW:
That will be to translate this massive and complex game with simulation elements into a fun experience for the user with easily accessible controls.

You're very well known for your life-simulation games, and now you're adding a lot of action into the mix. Do you have the urge to try a new genre? If you weren't making Harvest Moon or Little King's Story, what other type of game would you be interested in making?

YW:
My vision is to create an action game that people around the world can enjoy. Not just a simple "defeat the enemy to proceed" type of game, but something more dynamic where the action of the player and the passage of time will have a significant effect on the environment.

We know that at some point in the game, you raise the Wii Remote in order to vote for changes in the Kingdom. Will Little King's Story make any additional use of the Wii's motion controls?

YW:
From the early stages of development, it's been a trial-and-error process on how to best utilize the Wii Remote. Unfortunately, we couldn't make the unique Wii Remote functionalities the main feature of the game, but we were able to add in some playful touches such as raising the Wii Remote to vote, among others.

From what we can tell, the music that we've heard so far is made up of fairly well-known classical pieces from Mozart and others. Is the game's entire score composed of classical music? And why did you use noted classical pieces instead of original compositions?

YW:[/B] That idea came from the producer, [Yoshiro] Kimura-san. At first we were considering the inclusion of original compositions as well, but since the game itself is very innovative and unique, we thought it would be best to use melodies that people around the world are familiar with so they can feel more comfortable while experiencing something new.

As you progress through the game, your kingdom expands. But we've noticed that it only grows in a static way -- every person who plays Little King's Story will have the same-looking village by the end of the game. What was the reasoning behind making growth static versus letting players put buildings where they want in order to customize the kingdom?

YW:
That is correct. In the early stages of development, it was possible to build and destroy buildings, just like SimCity. However, we were concerned that if we emphasized this aspect of the game, it would put a lot more burden on the players and make the game complicated. Of course, the hardcore gamers may say that it would have been better left that way, but we did not want to make it a game that other gamers could not enjoy. With that logic in mind, we revised the game design so that the battles and quests would drive the story and eventually came to the gameplay we have now.

A lot of players like to share their progress or interact with their friends in the games they love. How do you feel about online gaming -- especially as it applies to a game like Little King's Story?

YW:
I have a lot of interest in online games. As a gamer I love online games and used to play Ultima Online, Diablo, and AoE for many hours. For Little King's Story, the original game design called for a single-player game, but I am thinking of making an online game sometime in the future.

Are there any plans to continue Corobo's story after he unifies all of the surrounding nations? Do you plan to continue this as a new series, like the Harvest Moon games? And if so, do you see future titles being on Wii?

YW:
Little King's Story has been in development for a long time, and within that time we've added and deleted a lot of ideas to make it the game we have today. I would love to continue the concept and make it into a series, but to be able to do that I need the people of the world to purchase and enjoy this game first to ensure there's interest out there.
Fonte: http://www.1up.com/do/previewPage?cId=3170402

Grande entrevista :)
 
Este é outro que promete, ai já não chegam duas mãos para contar os títulos que prometem bastante para a wii, se nenhum desiludir 2009 vai ser a verdadeira "Revolution" :) como era o code name ;)
 
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