[Wii] Samurai Warriors: Katana

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1st Folding then Sex
Samurai Warriors: Katana Hands-on
Another "Wiimote as a sword" game comes to the Nintendo console.
by Craig Harris


August 3, 2007 - When the Nintendo Wii was first revealed to the anxious public back at the Electronic Entertainment Expo in 2006, one of the first games to be revealed for the system was a Koei original action game called Samurai Warriors: Katana. All we had to go by back then was a brief video clip a few seconds long…that's it. Now that the game's wrapping up development for a September release in Japan, Koei held an event in San Francisco this week to show off the final product.

Samurai Warriors: Katana could best be described as a "spinoff" of the company's Dynasty/Samurai Warriors series. It's based off of feudal history and it's got one man against a countless number of soldiers of various sizes and abilities. But unlike Dynasty Warriors, all of Samurai Warriors: Katana's action is seen through the eyes of your game's character…as if you were he, and that Wiimote/Nunchuk combination were your weapons.

Using the Wii Remote's pointing and motion sensing capabilities, your put to the task to go through more than five different scenarios of nearly a hundred different missions, all loosely based on Japanese history. Most of the game simply requires you to kick butt using your close-range weapon - like a Katana blade, spear, or hammer - as well as a long-range weapon - such as a bow and arrow, a boomerang, a pistol, or even a bladed yo-yo - selected at the beginning of the mission.

Basic attacks are performed by aiming the Wii Remote's reticule and hitting the A button - this is used in situations like taking out an enemy's protection shield. More powerful attacks come from slashing, up/down stroking, or jabbing the Wii Remote, which will perform moves that'll hit everyone within range on-screen. You'll know when a character's within range of your weapon: if he's got a red circle on his chest, he's close-range. If he's got a blue circle, he can only be hit with your long-range weapon…so aim and fire it with the B button. If you need to block an incoming attack, this is where the Z trigger on the Nunchuk comes into play. Some enemies require a bit of Punch Out! Technique of blocking and attacking while they're stunned.

As you successfully take out enemies, you're building up your Musou bar. Fill it up and you can activate it by "whipping" the Nunchuk - for a brief moment or two you're all powered-up and can hack and slash all enemies for a rapid-fire attack. Each weapon has its own motion during the powered-up mode, and you'll have to follow the on-screen icon to know which way to whip the Wii Remote for the most intense attack possible.
Unlike Namco Bandai's upcoming Soulcalibur Legends and its slow-and-steady Wiimote waggling for weapon combat, Samurai Warriors: Katana seems to be developed for more quick-whipping, jerky movements for all the jabs and slashes. Casual motions didn't seem to be picked up as much, which means you'll have to really put some force into movements if you want the game to recognize rapid attacks. The game really wears you out with the required quick motions.
Along with the weapon combat, there are submissions of different gameplay styles. In one mission, for example, the perspective and movement become fixed and goes "on rails," turning the action into a lightgun-style shooter much like Time Crisis…right down to holding the Z trigger to duck behind cover. In some cases you'll have the ability to push left and right on the Nunchuk analog stick to track incoming enemies, as well as push the stick upwards to zoom in on the targets. On occasion missions will become hybrid combat/shooter, switching between the styles on the fly; after a series of blasting enemies with the Wiimote pointer, you might find yourself ambushed by a large group of soldiers that'll require more Wiimote slashing, poking or thumping.

There's also a few extra "mini-game" modes. In one, you're riding horseback and must steer the horse by holding the Wii Remote in its "classic" orientation with one hand, and "whip" the horse using the Nunchuk's motion. Koei says there's also a Track and Field style running challenge where you wave the Wii Remote and Nunchuk as wildly as possible to get your speed up…but the company representatives didn't show this during our demo.

Samurai Warriors: Katana also has a series of two player modes for same-system competition. There will be at least five different challenge - in one that we played, player one was on the top with player two on the bottom of a split-screen orientation, and the challenge was to defeat a hundred enemies before the other person does. When the player hits 99, the last guy becomes an end boss that requires much more technique than the standard soldier does.

Also of note: the game will use the Wii's Mii data for saving game option - you select a Mii character as the avatar for your save game profile.


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Lots of guys will get you if you're not quick with both weapons.


Samurai Warriors: Katana looks pretty decent for a Wii product, with an engine that allows for tons of on-screen soldiers while still running at 60 frames per second. The version we played was completely in Japanese, including voiceover during some of the cutscenes. The company hasn't decided if the voiceover will be rerecorded for the North American version or if they'll just subtitle the Japanese dialogue.

Koei will release the game overseas on September 20th, with a US date sometime in the first quarter of 2008.
fonte: http://wii.ign.com/articles/810/810378p1.html

procurei threads sobre este jogo mas como nao encontrei nenhuma decidi abrir uma, se ja houver alguma avisem sff.
videos :
http://www.gametrailers.com/player/10881.html
http://www.gametrailers.com/player/23116.html
http://www.gametrailers.com/player/usermovies/13576.html
 
Lembro-me deste jogo ser mostrado antes da Wii sair... na altura parecia algo que nem puxaria os limites da Dreamcast (era mau a esse ponto) e agora re-apareceu, quando já o achávamos morto à muito. Enfim, espero que saia o melhor possivel, mas torço-lhe um bocado o nariz e pelo que vi hoje... já não está tão mau, mas também não lhe consigo fazer grandes elogios continua a ter falta de detalhe geométrico.

Não entendo como, pelo post inicial, o IGN consegue elogiar isto do ponto de vista gráfico, só prova pela 30ª vez consecutiva que eles de facto não manjam nada disto, os gajos nem dedos detalhados têm, já no RE4 da GC chegavamos a ter 15/20 zombies de 5 mil poligonos on-screen e tinham dedos detalhados (basicamente poupem-me, isto graficamente está mediano para o hardware).

Torço para que o gameplay seja bom no entanto.
 
Não curto jogos tipo de Samrurai's e Ninjas mas com o comando motion sensing da wii, vamos lá ver...Vi na Preview do IGN que se iam usar os sensores do comando para fazer de espada e isso, mas um jogo destes dava para usufruir ao máximo o Wiimote, por exemplo, para bloquear os ataques do inimigo é usado o botão Z mas era melhor se fosse usado o Motion Sensing da Wii, por exemplo torcia-mos o comando de maneira a bloquear o ataque do inimigo...Este tipo de jogo dá para fazer tudo e + alguma coisa com o comando da Wii...Mas fico à espera que alguem o compre (quando sair) e me diga como é e se for bom talvez o compre também :004:...
 
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