Wii Zack & Wiki: Quest for Barbaros

I_Eat_All

Plasma Beam!
Treasure Island Z

Capcom Wii Exclusive

The latest batch of news from Famitsu magazine in Japan has been uncovered showing lots of DS updates, plus an exclusive Wii adventure from Capcom!

Finally, the big revelation is that Capcom has an exclusive Wii project underway called 'Treasure Island Z'. It is an adventure game with puzzle solving included and so far appears to be just what fans of Monkey Island et al have been waiting for as you need to use the Wii controller to help the lead character (a trainee pirate) to solve the puzzles you meet along the way on your quest to find treasure. The game is being directed by Eiichirou Sasaki of biohazard Outbreak 1 and 2 fame, produced by Hironobu Takeshita and has a distinctly 'cute' appearance to it.
Fonte: http://www.cubed3.com/news/7038/1/Capcom_Wii_Exclusive,_New_DS_Gundam_&_More


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Se cumprir metade do que parece prometer... Aventura gráfica controlada com o wiimote? soa-me bem.
 
Última edição:
Muito porreiro! Estes jogos podem vir a ter grande sucesso na nossa plataforma! Gosto muito de jogos de aventura, o ultimo que joguei foi para o pc "dreamfall: the longest journey" não eh um point n click mas ta cheio de aventura, embora os longos diálogos sejam em muita frequencia..
 
Press release da Capcom:

CAPCOM® ANNOUNCES PROJECT TREASURE ISLAND Z (WORKING TITLE), EXCLUSIVELY FOR THE NINTENDO WII™
Pillaging Pirate Adventure Challenges Gamers to Play Different

SAN MATEO, California, March 16, 2007 — Capcom® , a leading worldwide developer and publisher of video games, today announced its first original title exclusively for the Nintendo Wii™, Project Treasure Island Z (Working Title), an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wiimote and challenges gamers to “play different.” Capcom plans to release Project Treasure Island Z (Working Title) this fall.

“Innovation has been the cornerstone of Capcom’s successful history,” said Charles Bellfield, vice president, marketing, Capcom Entertainment. “By introducing a whole new level of interactivity, this title reinforces our commitment to pushing the limits on how people view and play games.”

Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.

Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of vast riches and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform items, unlock new pathways and navigate through perilous stages based on a variety of themes including a jungle, ice temple, volcanic caves and more, each with their own sub-areas. Players will rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect Barbaros’s legendary treasures.
 
Aqui fica a primeira preview do jogo, mais virão uma vez que o embargo foi levantado agora à 1 da manhã (embargo sob Umbrella Chronicles, Resident Evil 4 Wii e Treasure Hunter Z).


Preview do Game|Life:

Hands-On: Project Treasure Island Z

I am super pumped for Capcom's Wii-exclusive pile of awesome, which currently goes under the please-change-it code name of Project Treasure Island Z. I don't know if you guys know this, but I love wacky Wiimote mini-games and PC adventure games, and that's exactly what we've got here: the love child of Wario Ware and Monkey Island.

In fact, have you ever heard of an old Sierra game called Gobliiins? That's what this reminded me of -- it's a series of self-contained adventure game style point-and-click puzzles, but you don't actually know what you're supposed to be doing when you go in. There's plenty of things to interact with, but you have no way of knowing if they're going to help you or kill you before you click on them.

This actually got me really annoyed when I was playing the first few levels at Capcom's press event. "What the hell!", they could hear me shouting all the way back to the bar, as I got impaled on a bunch of hidden spikes or crushed by a giant stone boulder for clicking on the wrong thing. But it wasn't the bad kind of frustration. It was the delicious kind, the oh-you-cheating-mother-f***er-I'll-get-you-this-time kind.

Some puzzles have you using the Wiimote to mimic the movements of whatever item you're holding. You might have to use it as a grabbing hand to pluck an item from a tree, or as an umbrella. Unlike some other Japanese-developed adventure games that I could name, Treasure Island Z doesn't sit there and explain how to solve every puzzle, or tell you what all its items are for. You have to look, think, and react.

If you react poorly -- and you will, oh you will -- you're sent back to the beginning of the level. Luckily, they're all so short that you can get back to where you were pretty quickly. At first I thought there should be save points, but afterwards it seemed like there wouldn't be much of a penalty for dying if there were any. So it does keep you on your toes.

The script had a few moments of hilarity, although the storyline -- about a young pirate-in-training searching for treasure -- was mostly forgettable from what I experienced. You can skip over the cinema scenes, but the initial glimpses you get of the game's levels can clue you in to some important things you'll need to remember to not die, so skipping them probably isn't a very good idea.
Fonte: http://blog.wired.com/games/2007/04/handson_project.html

Imagens:

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EDIT: Hands on do IGN:

Project Treasure Island Z Hands-on
One part Wind Waker and one part Monkey Island, Capcom's new pirate game is just as stylistic as it is challenging.

April 13, 2007 - At its Gamers Day 2007 event in San Francisco, Capcom debuted the first playable version of its quirky, stylized puzzle game, tentatively titled Project Treasure Island Z. We can tell you for certain that eventually the offering will be given a new name, but for now that's the official moniker. Treasure Island Z's producer, Hironobu Takeshita calls the endeavor a "sort of puzzle-adventure game in which you use the Wii controller to solve many different puzzles," and adds, "Wii is a very innovative piece of hardware. What this game represents for us is that we've tried to think through the best and most interesting way to be as innovative with the controls as Nintendo has with the hardware."

Some snobby Wii elite wrote this title off as shovelware from the moment Capcom released the first screenshots of it -- it employs a cel-shaded technique very similar to The Legend of Zelda: Wind Waker (and just as beautiful, based on some of the gameplay scenes we've witness in motion). We, on the other hand, were always intrigued by the style and hoped that there would be solid content, controls and challenge to match. There is. With this game, Capcom has created a title that harkens back to the beloved adventures of old and frankly, having gone through a four-level demo during its presentation, we concluded that it was one of the best efforts at the event.

You play as Zack, who aspires to become the greatest pirate who ever lived. The character is flying through the sky in his ship when it is shot down, leaving him to land -- float down, really -- to an island below, where he discovers hidden treasure and the prospect of helping a cursed pirate. The game is comprised of seven major theme worlds and more than 20 sub-areas to explore and you will over the course of the adventure make your way through jungle ruins, ice temples, airships, ancient castles and more. There are also, incidentally, more than 35 enemies to encounter, 80 objects that can be manipulated in some fashion and 500 items to search for and collect. Capcom is promising upward of 40 hours of gameplay, which surprised us in a big way. The locales are vibrant and remarkably pretty -- the simple cel-shaded graphics may not be the ideal solution for gamers who seek gritty, realistic affairs, but nevertheless Treasure Island effortlessly ranks as one of the most striking titles on Wii.

Treasure Island is a puzzle game and many of the puzzles are centered on devising ways to use the Wii remote. "First and foremost, you only use the Wii remote, but you will use it in a variety of different ways. Probably in more ways than you will in any other game. You need to figure out how to use the controller to solve the puzzles," says Takeshita. "Figuring out how to use the controller is the most important part of the game." Using the Wii remote in different manners is integral to the puzzles, but controlling Zack through the well-presented world is as simple as pointing to an area you want him to walk toward and tapping the A button. If you ever played Monkey Island or King's Quest, it is more or less the same thing here. The lack of direct control may annoy some, but -- perhaps because we grew up playing the classic adventure titles -- we're perfectly accepting of it. When Zack is able to interact with an object, your on-screen reticule changes colors to let you know. And meanwhile, you can hold down the B trigger at any point to look around the world -- if something is hidden out of view, you'll be abel to interact with it by pressing the A button even while you're in look mode.

The game's cel-shaded presentation betrays its true nature. Treasure Island Z will challenge you and, if the levels we played at Capcom's event are any indication, it will stump you, too. Zack plays through puzzle stages, each filled with booby traps and secrets, useable items and death-bringing foes. The goal for each stage is to find and obtain a treasure chest located within and the difficulty varies between puzzles, but even the earliest areas had some players perplexed. We don't view this is a drawback, but a plus -- genuine gameplay hurdles are a rare commodity in today's industry and we're pleased to see a game that doesn't make any excuses for being hard. It is also mean. If you mess up at any point during a puzzle, Zack will die and you will have to restart the challenge from scratch. Some of the challenges lasted between 10 and 20 minutes depending on the player. Amazingly -- and this truly takes a lot of nerve -- a company representative said one particular puzzle in the game can take as long as two hours to complete. How would you like to die at the end of that one and have to restart the entire process? The game ranks you on time and whether or not you asked for a hint and compiles and end score based on both. Theoretically, there's a lot of replay value to be had for gamers who want the best score.

As Zack encounters items or obstacles, you will have to figure out what needs to be done to advance. In some cases, it's as simple as opening a doorway with a key and in others you will have to rearrange a level to create an Indiana Jones-style environmental domino effect to continue forward. Regardless of the task, the game doesn't hold your hand and so you'll really have to think about some of the hurdles in order to make it past them. The functionality of the Wii remote is tied directly to these puzzles and Capcom has created a variety of scenarios that have you using the device in different ways. In some cases, you will have to push the controller forward and make a turning motion in order to open a doorway. In others, you will have to make a sawing motion to cut through a tree. In more still, you might have to hold the Wii remote like a flute and tap its buttons as though they were keyholes. There's a cranking motion too. You'll also make a gesture for scooping up water. There are dozens more. Basically, you have to imagine the Wii remote as the item and then you have to figure out how the item might be used in certain situations.

Accompanying you on your adventures is Wiki, Zack's truster partner -- a cute, hovering golden monkey with inexplainable magic powers. If you shake the Wii remote, Wiki will bring out a bell and ring it loudly, which stuns certain enemies like ghosts. Interestingly, though, shaking the Wii remote near specific foes will cause Wiki to transform them into useful items. A centipede early on is changed into the centi-saw when you shake the Wii remote. Zack eventually picks the saw up and uses it to cut down a tree, creating a bridge to an otherwise unreachable locale beyond.

Treasure Island Z is a single-player game, but Capcom believes that it can be enjoyed by multiple people at once. This proved to be true as we made our way through the four levels included in the demo, as passersby would stop on a regular basis to look over our shoulder and give advice. "Try looking up in the tree," and "I think you need to place the stone on that grate." Indeed, we might not have survived some of the challenges if not for the help of both friends and complete strangers.

In the last stage, which is creepy castle filled with moonlit stone walkways and skulls that turn into ghosts when they are not illuminated, we died several times before we finally figured it out and the end result was highly rewarding. Zack begins the four-tier level on the second floor, must make his way to the first to find a pulley system, turn its chamber to the right twice with the Wii remote, and then progress back up again to ride a mill that has changed directions because of his action. Once he's up there, there are the skulls and you must devise a way to get them away from a fountain so that you can gain its crescent moon item. Easier said than done. Nearly everybody who tried bit the dust, but we eventually figured it out and completed the first look at the game. This level in particular is gorgeous.

Project Treasure Island Z is scheduled to ship this fall on Wii for the price of $39.95. Based on what we've seen and played of the game so far, it is a refreshing effort that makes smart use of the Wii remote and looks superior graphically to most Wii projects. Capcom is officially three for three on Wii.
Fonte: http://wii.ign.com/articles/780/780374p1.html

Mais imagens:


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Última edição:
Também gostei muito do que vi, e ainda por cima a capcom parece que o vai meter em budget, por 40 dólares (oxalá cá seja 40 euros), o que é óptimo para um titulo novo e com a longevidade que eles afirmam ter (falaram em 40 horas de jogo).
 
Também gostei muito do que vi, e ainda por cima a capcom parece que o vai meter em budget, por 40 dólares (oxalá cá seja 40 euros).

realmente é triste quando temos que nos dar por contentes se fizerem o cambio 1$ = 1€ quando o € está tao valorizado em relação ao dolar. mas já nos habituamos a que assim seja não é verdade? parece-me que é daqui que vem a principal razão da existência de regiões.
 
Treasure Hunter Z rebaptizado:
SAN MATEO, Calif — March 16, 2007 — Capcom® , a leading worldwide developer and publisher of video games, today announced its first original title exclusively for the Wii™ video game system, Zack & Wiki™: Quest for Barbaros’ Treasure, an innovative, full-length puzzle adventure game that utilizes the unique control mechanics of the Wii Remote™ and challenges gamers to “play different.” Capcom plans to release Project Treasure Island Z (Working Title) this fall.

“Innovation has been the cornerstone of Capcom’s successful history ,” said Jack Symon, director, brand marketing, Capcom Entertainment. “By introducing a whole new level of interactivity, this title reinforces our commitment to pushing the limits on how people view and play games.”

Legend has it that a revered pirate named Barbaros once stole the world’s treasure and hid it on a mysterious island. Though no one knows of its exact location, stories about the untold riches that lay in wait have been passed down through the ages, driving pirates from all walks of life to pursue the alluring prizes. One of these treasure seekers, a young apprentice pirate named Zack happens upon a mysterious talking skull, the skull of Barbaros himself. Barbaros promises to reveal the key to the island, if Zack will help to lift the curse he is under.

Players will explore a variety of wondrous environments and stages, solving puzzles and interacting with the world in search of vast riches and the ultimate pursuit of becoming the greatest pirate the world has ever seen. Inventive gameplay mechanics and controller movements allow players to move and open objects, transform items, unlock new pathways and navigate through perilous stages based on a variety of themes including a jungle, ice temple, volcanic caves and more, each with multiple sub-areas. Players will use the Wii Remote controller in various ways - rotate handles, turn keys to open doors, play a piccolo and much more in order to solve the progressively difficult puzzle stages and collect key items that will lead to the legendary pirate ship.
Fonte: Press Release

Segundo o Sven (director de planeamento estratégico e pesquisa americano) a razão da alteração do nome é que "Treasure Hunter" estaria rodeado de impossibilidades de trademark:

Sven disse:
1) We wanted to focus on building the characters as the brand as we felt they had the potential for long term use.

2 ) There were a TON of trademark issues around many of the alternate names we had proposed. Getting things through legal was very difficult.
Fonte: http://www.capcom.com/BBS/showpost.php?p=241464&postcount=2

Imagens novas:

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Fonte: http://aussie-nintendo.com/?v=news&p=13638
 
Entrevista:

Zack & Wiki Interview
Producer Hironobu Takeshita tells us all about the game formerly known as Treasure Island Z.

IGN: First of all, what games did you work on prior to Zack & Wiki: Quest for Barbaros' Treasure?

Hironobu Takeshita:
I've worked on Capcom's Breath of Fire RPG series, our Nightmare Before Christmas game and my most recent game is Ultimate Ghosts 'n Goblins for the PSP.

IGN: Who, exactly, was Zack and Wiki designed for?

Hironobu Takeshita:
Zack & Wiki: Quest for Barbaros' Treasure was primarily designed for players who want a different game experience that is only possible on the Wii. For people who are looking for a new style of game, it's definitely worth a try. Although we designed the game with players in the younger teens in mind, I'm positive it will be enjoyable for adults as well. I'm also hoping that the game will draw in some female gamers. The game doesn't involve a lot of complicated controls and focuses more on the pure puzzle solving aspect, which I think a lot of female gamers will excel at and do better at than even hardcore gamers.

IGN: What is the storyline of the game?

Hironobu Takeshita:
It takes place in a world somewhat near our own modern times. Pirates roam the world in search of the treasure that lies hidden in unexplored lands and ancient ruins. The protagonist, Zack, is the youngest member of a band of pirates. While searching for treasure, he stumbles upon a talking skull named Barbaros who promises to guide Zack to a legendary island if he helps the skull reclaim the rest of his body, freeing him from his curse. The island is where Barbaros kept the fortune in treasure he had amassed as an infamous pirate long ago and is every modern pirate's dream. Zack agrees to help him and must undertake an arduous journey to many different exotic, dangerous lands in order to eventually reach his goal, Treasure Island.

IGN: Why have you decided to use a point-and-click-style control scheme?

Hironobu Takeshita:
The point-and-click style is an intuitive control scheme that even casual players can pick up and understand. We wanted players to be able to enjoy the puzzle solving aspects of the game without getting bogged down with complicated controls. The Wii Remote goes very well with that style of gaming and that also helped influence the decision to go with the point-and-click control scheme.

IGN: Give us an example of a typical gameplay challenge.

Hironobu Takeshita:
The game is an adventure game directly involving the Wii Remote in the puzzle solving aspect. The player controls Zack through a variety of stages ranging from ancient ruins in a jungle to caves in a volcano. Part of the fun of the game comes from figuring out how to use the Wii Remote to solve the variety of puzzles on each stage. The player has to find the right way to use the Wii Remote to solve the puzzles and reach the treasure at the end of each stage. Some stages even have multiple ways to solve puzzles giving the game more depth.

IGN: How many different ways will you use the Wii remote to solve puzzles?

Hironobu Takeshita:
Some examples of how the Wii Remote can be used to solve a puzzle are by holding it like one would a lever and pulling it, or holding it sideways like a flute and playing it. The Wii Remote can simulate a lot of different objects in the game world, and we are planning on at least 80 different ways the Wii Remote can be used.

IGN: How many levels are featured in the game?

Hironobu Takeshita:
There are going to be seven overall stages, each with their own theme, such as the jungle ruins, volcano cavern, ice temple, and ancient castle stages. Within those stages are different areas for a total of more than 20 areas.

IGN: Would you consider the title easy or hard?

Hironobu Takeshita:
Since the game was designed to be a true puzzle solving game, I don't think the game will necessarily be too easy by any means. The early stages might be easier to help players get used to the game, but later stages will involve more complex puzzles and provide a solid challenge for players. I hope there will be some areas that will leave players scratching their heads wondering how to solve the puzzle for a few days. The control scheme is simple and the game relies more on challenging player creativity, which we hope they find a stimulating challenge.

IGN: When you die in a level, you have to restart completely. We personally like that, but isn't it also kind of mean? (We heard one puzzle takes nearly two hours to complete and if you die you've got to start at the beginning.)

Hironobu Takeshita:
I wouldn't worry too much about the final game being mean. We've already implemented a help system and are taking in different opinions on how to make the game user-friendly.

IGN: We really like the look of the game. You seem to be pushing Wii more from a graphical level than most developers. Why do you think that is?

Hironobu Takeshita:
I'm definitely glad you like it. We're always doing our best to push the limits on the different systems when it comes to graphics and I think it shows in the results we've achieved with this game.

IGN: Are you worried that some gamers will find the cel-shaded look of the title too "kiddie"?

Hironobu Takeshita:
It's definitely possible that people will think that at first glance, but if they try the game out, they'll change their minds about it. One example is that the hero's rich range of facial expressions and body language are designed to be entertaining for adults as well as children. We wanted to make a game that adults could enjoy too, and I feel we've created a solid game experience that will entertain older gamers.

IGN: Is there any chance that Zack & Wiki: Quest for Barbaros' Treasure will utilize WiiConnect24 to offer gamers new downloadable stages in the future?

Hironobu Takeshita:
There are no plans for that with the game.

IGN: Any final comments for fans anticipating the game?

Hironobu Takeshita:
Although the game is designed for one person controlling the main character, it can be even more fun to play it with friends or family and to try and solve the puzzles together. I imagine some of the more difficult puzzles will have friends passing the controller around, with each person trying to solve them when others in the group are stumped. I really hope that people do play the game together. The game is still in the final stages of development, but we're doing our best to make it a game that everyone can enjoy.
Fonte: http://wii.ign.com/articles/789/789002p1.html

Muito bom :)
 
vou dar uma chance ao game, apesar de não gostar muito de jogos que logo com o primeiro da série já teem um subtitulo, normalmente quer dizer que o jogo ou a historia não está completo
 
vou dar uma chance ao game, apesar de não gostar muito de jogos que logo com o primeiro da série já teem um subtitulo, normalmente quer dizer que o jogo ou a historia não está completo
A Capcom quer fazer dele uma série com alguma continuidade, mas tanto quanto sei o jogo é uma aventura completa (40 horas de jogo), depois devem aparecer continuações ou settings diferentes com puzzles novos.

Mas como dizes é suposto expandir pelo que não me admirava que o final já deixasse algo em aberto para continuações... nada de cliffhangers do género "tenho um jogo incompleto" no entanto.
 
o nome em geral não ajuda tambem (zack & wiki) mas uma aventura point and click meio puzzle game? bora lá!
Pois, a Capcom também disse que preferia Treasure Hunter Z, e que tinham outros títulos à frente deste na lista, mas que eram muito difíceis por uma questão de não infringir marcas registadas; mas também acho que é daqueles nomes que daqui a uns meses não nos fazem diferença, um pouco como Ratchet & Clank ou Jak & Daxter não são de facto geniais, mas já nos habituámos, e servem.
 
IGN cria um movimento de apoio ao jogo:

Buy Zack & Wiki Campaign 2007
Okay, you can't buy it yet, but maybe you can pre-order. And if not, you should at least start saving.

June 18, 2007 - Not since Eternal Darkness: Sanity's Requiem on GameCube have we demanded that readers purchase a videogame, but the time has come (again) for us to take a stand. Capcom has a fantastic point-and-click puzzle-adventure on its hands. It's clever. It's difficult. It will make you think. It's also beautiful, perfectly capitalizing on Wii's strengths.

Unfortunately, it's got a stupid name. Formerly Project Treasure Island Z, now it's called Zack & Wiki: Quest for Barbaros' Treasure. Uh-huh, we know. Bad. Really, really bad. Meanwhile, unless you loved the style of Legend of Zelda: Wind Waker - and you should have - you probably won't find yourself wowed by the cel-shaded graphics forming the characters and worlds in Z&W. And there's no blood, F-bombs or dead hookers, either - all integral ingredients to today's most popular efforts.

But we're telling you, Zack & Wiki is fun. Really fun. Really smart. And really enjoyable. And we're not going to stop this campaign until you've pre-ordered it. Do it. Do it right now. What do you mean your local retailer isn't accepting pre-orders? That's no excuse for the truly dedicated. Start saving. Create a Zack & Wiki fund. And get on the message boards and spread the word. It's come down from the IGN Wii editors that Z&W (as those in the know call it) is the real deal and must be owned. As loyal Nintendo fans, you cannot disobey.
Fonte: http://wii.ign.com/articles/797/797414p1.html

Imagens:

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Fonte: http://www.watch.impress.co.jp/game/docs/20070618/tz.htm
 
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