Wii Fragile Dreams: Farewell Ruins of the Moon (RPG)

1º vez que olho para este thread espero que não tenha sido para depois nem chegar a ver este jogo na minha mão. XD
Eu não sei como é que viram uma rapariga em vez de um rapaz, lol anyway got to get my hands on these game.:p
 
Alguém me sabe dizer como é que se chama a música perto do fim do trailer?? É que é realmente bonita!! xD

Voltando ao tópico do jogo espero que a Namco tenha pena de nós e que lance o jogo fora do Japão, a cada trailer, imagem que vejo acerca do mesmo mais me faz deseja-lo! Parece tar realmente muito bom! Quando é que sai no japao?
 
Porque é que a Namco haveria de impedir que o jogo fosse lançado fora do japão?? Não percebo esta ideia...:(

Aqui era um boa altura para a Nintendo se chegar à frente como fez com o Tales of Symphonia para a GC e publicar o jogo na europa! Isso sim era de louvar...
 
Videos:

-> http://uk.youtube.com/watch?v=x3vd_jGIQck (intro)

-> http://gamekyo.com/videoen14178_fragile-gameplay-video-1.html (gameplay 1)
-> http://gamekyo.com/videoen14179_fragile-gameplay-video-2.html (gameplay 2)

-> http://www.gametrailers.com/player/usermovies/303492.html (Paródia a um dos Trailers, feito pela equipa do jogo - escondido no disco, não acessivel in-game, mostra partes beta/sem efeitos/lightning do jogo)


Imagens:

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EDIT: XSEED reafirma o interesse:

Ken: we have indeed received a lot of requests for Fragile. We'll look into it, but being able to actually license it or not is another matter entirely.

Da parte que lhes toca, só falta a Namco deixar.
 
Espero sinceramente que o interesse da XSEED convença a Namco a lançar na América, já que depois disso era mais uma porta aberta à possibilidade de o vermos também cá. Aguardo notícias sobre o possível lançamento para fora do Japão.
 
Preview IGN:

I'm not sure how to describe Fragile, as it's such a unique experience. However, in my five hours of play time with the Japanese import, which just saw release on Thursday, I've come to see what may be an overall flow to the game.

Within the first few minutes of starting play, you learn of main character Seto's goal: to make his way to a red tower far to the east. There, he'll apparently be able to find another person. This is a big deal, because aside from Seto, the world appears to be populated by nothing but ghosts.

Seto heads out from his home (actually an observatory) and almost immediately encounters the white-haired heroine, Ren. He appears to fall for her, so when she heads off on her own, his goal becomes to reunite with her.

I'm currently in pursuit of Ren, and my adventures have taken me to
an abandoned subway, an abandoned amusement park, and, most recently, an abandoned hotel.
The key word is abandoned.


Seto does manage to make new "acquaintances" in all these locations, though. His first encounter is with P.F. (Personal Frame), a computer that attaches to Seto's back and provides guidance. Later, he encounters Kurou, the guy in yellow and purple who looks like he's from a Persona game.

There's a common theme with all these encounters.
Rather than sticking around through the end of the game, the sub-characters usually part ways after a bit, usually accompanied by a lengthy farewell that suggests they won't be coming back.

Regardless, you get a good chance to get to know the characters. This can be done directly through dialogue, notably with P.F., who talks with an awful lot of personality for a computer. Other characters reveal their background more gradually through items that you find scattered about. Take these items to a bonfire -- the game's equivalent of a save point, where you can manage your inventory and purchase items -- and you'll get to hear a dialogue sequence involving the item and usually offering insight into the current character.

It might be surprising to learn that Seto keeps on encountering other characters as he explores a ghost world. With all these interesting personalities to interact with, how could be possibly be lonely? You'll have to figure that out for yourself.

The event sequences for these character encounters have been a bit over the top, with lots of crying and emotion. It's total bait for a laughable localization unless handled with extreme care. Regardless, if there's one thing that's making me stick with Fragile, it's to find out who Seto will meet next and how the story will develop. Outside of the item memory sequences, the game does some interesting things with flashbacks and camera work to help tell the story. It's kept me involved for the first few hours.

This is particularly surprising because when it comes to any area where you're doing anything with the controller, Fragile has some serious issues that would normally turn me off a game quickly.

The control scheme in Fragile is set up similar to how one might make an FPS on the Wii, with the Nunchuck analogue stick moving your character around and the Wiimote being used pointer style to control your viewpoint and rotate your character around. You can't look up and down unless you lock yourself in place and switch to a first person viewing mode, but this isn't too much of an issue.

The control and camera systems work fine in wide, expansive, enemy-free areas. But get into a situation that demands precision, and the shortfalls become clear. When attempting to navigate tight corridors, like the isles of a library for instance, the camera appears to get confused about what you're pointing at, resulting in some headache-inducing stuttering as the view snaps back and forth. Getting in close with an enemy also makes things tough, as it's hard to keep moving enemies in your view.

With a variety of weapons, each with unique combo attacks, Fragile's battle system had potential to be at least passable as far as adventure games go, but the poor controls make combat more a game of luck than skill.

Thankfully, combat appears to be de-emphasized in comparison to the the adventuring parts of the game, at least during the first five hours. I have yet to encounter a lengthy "dungeon" sequence where I had to fight hoards of enemies. And while I have taken a number of cheap hits from enemies, I haven't gotten close to dieing yet; I haven't even needed to use a health item once (although your life is automatically restored at a bonfire). I presume the difficulty was balanced to make up for the control shortcomings.

All of this could change as the game progresses. But I'm satisfied with Fragile staying just the way it is. A unique story and interesting cast of characters has kept me playing this far and will hopefully keep me playing until Seto finally makes it to that red tower far to the East.
Fonte: http://uk.wii.ign.com/articles/947/947807p1.html


EDIT: Mais imagens:

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A pedido especial do Daz... :P

Mais 2 imagens:

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Videos:

-> http://www.gamersyde.com/news_7469_en.html (2 gameplay videos)

-> http://www.gametrailers.com/player/44837.html (Opening Cinematic)
-> http://www.gametrailers.com/player/44838.html (Feminine Encounter)
-> http://www.gametrailers.com/player/44841.html (Flashlight Gameplay)
-> http://www.gametrailers.com/player/44842.html (Pesky Mutt Gameplay)


Vendas da primeira semana, 19 a 25 de Janeiro: (o jogo saiu a 22, logo 4 dias de vendas)

26.000 unidades (16.000 no primeiro dia) de um shipment de 36.000; sellthrough de 45% no primeiro dia, sellthrough de 75% final.

[não, não é mau como pintam, sem ser também nenhum sucesso inicial, para um IP novo sem advertising; a questão é mais... quem envia 36 mil unidades para a primeira semana? (that's... Namco!) deviam haver muitos sitios com stock seco já]
 
OST: (a que vinha de pre-order no Japão)

-> http://www.megaupload.com/?d=7ZD3AK7H

No Youtube:

-> http://www.youtube.com/watch?v=ig1SGC-u14Y (faixas 1 e 2)
[01. To All People] [02. The Girl With Silver Hair]

-> http://www.youtube.com/watch?v=bFW-GgSZg44 (faixas 3, 4 e 5)
[03. Beautiful] [04. Why?] [05. Friends]

-> http://www.youtube.com/watch?v=WAs4vtB1_Os (faixas 6, 7 e 8)
[06. Wow!] [07. Malicious Thoughts] [08. Rejection]

-> http://www.youtube.com/watch?v=XyGWvANN_Gg (faixas 9 e 10)
[09. Together with the Moon] [10. Thank You]

-> http://www.youtube.com/watch?v=_xUOJA0uYtA (Opening)
[Aoi Teshima - Hikari]

-> http://www.youtube.com/watch?v=X7K1cP852MM&NR=1 (Ending)
[Aoi Teshima - Tsuki no Nukumori]

... Eu sabia, que devia ter feito pre-order.


Import Preview do GameTrailers: *aconselhado*

-> http://www.gametrailers.com/player/45152.html


Ponto da Situação IGN:

Fragile: Farewell Ruins of the Moon
Developer:
Namco / tri-crescendo
Publisher in Japan: Namco / Bandai Games
Genre: Action RPG
Released in Japan: January 22, 2009

This stunning action / RPG from the developer of Baten Kaitos and Eternal Sonata pits players as the isolated boy Seto who finds himself adrift through ruined cities in a post-apocalyptic world whose people have vanished. As Seto searches through eerily beautiful environments for other people, he encounters scattered survivors and does battle with demons and other enemies, including rabid stray dogs. Seto carries on his back a metal detector to discover useful items and a flashlight in his hand, controlled with perfect accuracy via the Wii remote's pointer -- as the beam illuminates the locales, the result is quite simply the most breathtaking lighting effect seen on Wii to date. Fragile's narrative is engaging and full of real drama and the RPG mechanics unobtrusive. As Seto fights enemies throughout the environment, he auto-levels up and can inflict more damage, as well as carry new items he finds along his quest. And the title boasts a cinematic presentation complemented by amazing art and an ambient soundtrack.

Our analysis: We've played the import of Fragile since its Japanese release and absolutely adore it so far. Admittedly, we've found the story elements difficult to digest given the fact that we're not fluent in Japanese -- hence, the point of releasing such a game in English -- but the presentation is marvelous and the gameplay mechanics fun.

Changes necessary for stateside release: English translation and voiceovers. Otherwise, none.

Publisher movement so far: Very little. Namco's U.S. subsidiary recently revealed to IGN that it has no current plans to release the game in America this year. Meanwhile, Xseed Games, which has made a name for itself by picking up high-profile Japanese releases, said it had looked at the title and found it to be very interesting. There is also hope that a major third-party publisher like Ubisoft, which recently released Tenchu: Shadow Assassins in America (and before that, No More Heroes) might try to nab Fragile for U.S. release, but absolutely no evidence whatsoever to support such hope.

Local release probability: High. Fragile just debuted in Japan and translation will take time. We're keeping our fingers crossed that Namco, about to bring over Klonoa (which shipped in Japan previously) to America, will give Fragile the same treatment and get it to U.S. shores this year, despite its current plan. If Namco passes, we'd be shocked if a company like Xseed or Ubisoft didn't pick it up immediately. In fact, when we contacted Xseed about Fragile for this feature, a company spokesperson offered: "Officially, can't really say much, but it looks amazing. It is something that we are interested in, but that's pretty much all we can say right now."
Fonte: http://wii.ign.com/articles/951/951685p1.html

Videos IGN: (ultimo adicionado a 11 de Fevereiro)

-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile3.html (A Longer Weapon)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile2.html (Evening Sky)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile1.html (Beating Down Dogs)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile5_012509.html (Ghost Legs)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile_012509.html (Strange Voices in the Hotel)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile4_012509.html (inventory)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile3_012509.html (rollercoaster walk)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile2_012509.html (Boss Fight)
-> http://wii.ign.com/dor/objects/827212/namco-new-rpg/videos/fragile_021109_1.html (exploring the underground)


Impressões IGN/XSeed continua a tentar:

We’ll see what we can do about Fragile, we’d love an opportunity to work on it but of course the final decision doesn’t rest with us. Afraid can’t share any details, but we’ll keep trying. - Ken @ XSEED Games

- XSEED told IGN's Matt that if a lot of people bought Retro Game Challenge that would help them build in their cause to bring Fragile to the US
- Fragile a Namco game in Japan - Matt thinks it’s a game Namco might want to publish one day (don't count on it)
- Fragile is in heavy Japanese but you can get through it
- Control in Fragile is pretty good, beautiful, storyline seems dramatic - Matt can’t wait to get it in the US

Retro Game Challenge é um jogo da Namco que a XSeed conseguiu trazer/publicar (budget price: 30 dólares), basicamente estão a aproveitar essa porta de dialogo para tentar forçar o Fragile para fora; daí a importancia para eles por forma de persuadir a Namco.
 
Última edição:
XSEED fala do jogo de novo:

Kenny: I appreciate the heads-up on Fragile, it’s a title that’s been requested many times before so we’re looking into it. To everyone that’s written in to us, we will expect everyone to get their pre-order in the week that we announce it if we should get lucky enough to work on such a great looking title.

Sou só eu ou... pela forma como falam parece que já está no papo? bom, na pior das hipóteses a namco definitivamente não fechou a porta, mas pode haver mais qualquer coisa, mais concreta :)
 
Entrevista:

What made the team choose such a relatively unusual setting for an adventure game? And why make it on Wii?

Producer Kentarou Kawashima, Producer:
The concept for the game stems back to before the Wii console launched, back in 2003. Once the Wii became a reality, it became the obvious choice due to being able to use the Wii Remote to control the in-game flashlight.

What has feedback been like so far, from the hands-on at events such as the Tokyo Games Show?

*****:
The representation of the ruins whilst on-stage was popular. After hearing feedback about the action and fighting in the game, we modified the gameplay to please our supporters.

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On the game's blog it has been announced that Riei Saito is the composer. In previous games by tri-Crescendo Motoi Sakuraba was employed, whilst games by the Seven/Venus & Braves team used specific Namco composers. What was the reason behind giving a former sound effect designer from tri-Crescendo the chance this time?

*****:
Originally the plan was merely for him to create the main theme for the game. However, because it proved to be so impressive, the request was made for him to create the soundtrack for the full game.

What was the goal for the aural landscape? Did the artwork of environments reflect on the sound design and music style employed, or was it the other way around?

*****:
The music was built around the visuals to give the best atmosphere.

A recent article in Japan mentioned how a lot of work has gone into the flow of sound in the game. Can you talk about this flow and the co-existence between background music and environmental sounds?

*****:
To best bring out the atmosphere in the ruins, we were extremely careful with placement of environmental sounds, their volume and in making them more realistic. When playing the game, if you listen carefully you will find you can hear a lot of subtle sound effects we have added in.

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Many people like the solitude shown in the videos and screenshots released so far and are worried that battles would take too much time during the game. How have you balanced both the exploration and battling? And what does the combat add to the adventure?

*****:
The main part of this game is the searching aspect, whilst battling is merely a method of eliminating any obstructions you may be faced with during the journey. However, we have carefully designed the battles so you can enjoy the battles just as much as exploration.

Fragile seems completely unlike Seven or Venus & Braves. Who decided upon the direction for Fragile and why? And what lessons were learned from previous games that benefited the project?

*****:
I decided upon the idea of Fragile completely on my own! *laughs*

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Considering distribution and advertising is obviously not cheap, are there plans to help off-set the costs by selling official merchandise or licensing the characters for an anime TV show?

*****:
This strategy will indeed be employed, as we have plans for a movie/show and a guide book (walkthrough) is also planned. In addition to this, the game's soundtrack has been released.

Is it realistically possible that we will see either a Fragile sequel or prequel in the future? Or even a Nintendo DS edition of this version - would that be technically possible if some changes were made?

*****:
All of these options are currently under consideration.

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It has been said the game should last approximately 30 hours and that the time should be 'very precious to the gamer'. Can this comment please be explained - how will you make the events in the game be very meaningful for players?

*****:
I think that the player will be absorbed into the game's virtual 'reality'. In this time, we hope players will experience many moving experiences, and if even one of these scenes were moving, then surely this can be classed as a meaningful experience?

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Apparently Munehito Yasui (the main programmer) did not like the battle element initially and wanted to make a game that only consisted of the exploration of ruins. Is this true, and can you please explain?

*****:
At early stages of development we had not decided on the exact gameplay mechanics of the battles, but we always intended to add them in eventually. I believe that is where this misconception comes from.

How will the battle aspect of the gameplay work?

*****:
The power of your attacks will depend on the timing of your button presses, items, attack power and speed of motion. There are many types of weapons, ranging from sticks to spears to samurai swords, and even projectile weapons such as bow guns are available.

How did tri-Crescendo's previous work with Monolith Soft on the two Baten Kaitos games for GameCube help with this project?

*****:
Our previous work with Monolith Soft did not factor into the development of Fragile at all.

Will the Venus & Braves team join forces with tri-Crescendo again on other projects in the future?

*****:
I think we will work together again to develop another game. However, at this stage in time we have no projects planned with them.

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Is the team keen to see its highly acclaimed Venus & Braves game finally be released in the West - possibly as an enhanced port on Wii?

*****:
There are no plans for this to happen right now. However, if we were to bring back games like Venus & Braves and Seven, we would make them into games that fully take advantage of the features of the system they are running on.

Recently Monolith Soft told us that it was ready to work on a new Baten Kaitos game. Are Bandai Namco and tri-Crescendo willing to collaborate with Monolith Soft on this game?

*****:
I am currently unable to respond to this question.
Fonte: http://www.cubed3.com/news/12325

So... Namco quer transformar Fragile num franchise, e Tri-Crescendo foge a perguntas de um novo Baten Kaitos? sounds good to me. :D
 
Li aquilo tudo a espera que fizessem essa pergunta... Bem podem fazer o melhor jogo de sempre, mas se não sair cá não me diz nada.
 
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