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It's been a long time since a Nintendo console was the go-to system
for RPG fans and however much contemporary relevance the Virtual
Console and Square Enix's daisy-chain of DS-bound remakes may have
lent the genre's golden years on the SNES, the case with the Wii
has to date proven little different than the lamentable early stages
of the N64 and its misbegotten successor, the Gamecube. Ready at
Dawn's port of the painterly PS2 favourite Okami
tops the fledgling list, with strategy RPG Fire Emblem: Radiant
Dawn and, at a push, Super Paper Mario rounding out the few choice
genre efforts available to Nintendo fans with a taste for role-playing.
More than a year after launch, it's a sad and ultimately rather
predictable state of affairs for the Wii to be mired in; despite
their sales dominance and an assured slate of innovation, Nintendo's
same-old shortcomings have begun to shine through the mediated veneer
of success they've achieved this generation. Add pointed ignorance
towards the core gamers that helped the Wii break out in the first
place to the usual suspects: questionable quality control, a poor
track record of third party support and that old chestnut, franchise
fatigue. For its part, Opoona is hardly likely to change that lamentable
fact; but although it looks to have been lost already amid the glut
of ill-conceived tie-ins and waggle-enhanced flash games available
for Nintendo's revolutionary little box, Japanese developers ArtePiazza
have with their first original IP taken an important step in the
right direction.
The
eponymous Opoona is the eldest of three Tizian siblings who, at
the outset - as in so many star-cross'd RPGs - is separated from
his family. Suddenly in danger, Mameena and Papeena hurry their
children into escape pods and when Opoona awakens on the planet
Landroll he cannot recall how he got there. He knows that, above
all else, he must set about finding his brother and sister so that
they might reunite with their parents and return home but, in order
to do so, Opoona must live as a citizen of Landroll, abiding always
by their laws and customs. He takes a job as a ranger, using his
unique bonbon - a ball of energy that hovers above his head like
a halo - to defend the Landroll colonies from the rogues that threaten
to devastate its people, but soon enough Opoona realises that there
is more at stake than a simple family reunion.
Despite
occasional echoes of genre greats, gone but not forgotten - besides
the understandable similarities with the Dragon
Quest franchise, there are also strains of Star
Ocean in its first few movements - the simplistic narrative
never aspires to any kind of awe or grandeur. It's slight, superfluous
and ultimately somewhat forgettable, which, considering the sloppy
localisation evident throughout, is perhaps for the best. Still,
it's charming enough to serve its singular purpose, which is to
set in motion the three distinct mechanics that make up the vast
majority of Opoona's gameplay: questing, grinding and working. Yes,
working. It's to ArtePiazza's credit that in each of these ways
- even the decidedly unappealing latter - their defining experience
with the monolithic Square Enix comes through, although one suspects
never quite to its fullest potential.
Opoona
begins his journey in Lifeborn, the first and most developed of
Landroll's five domes, and while there's not a lot to do there initially,
it's doesn't take too long for the world to widen some. However,
before the unassuming little Tizian can hop on the inter-colony
express in pursuit of adventure and his lost family, he has to earn
his passage by achieving certain quotas - which is to say jobs -
set by the licensing centre's quest-givers. The story objectives
aren't particularly imaginative in themselves - defeating all the
rogues in a specific area or finding a set number of special items
in another is a fair assessment of what most amount to - but thankfully
Landroll has more than story missions to occupy its citizens. There's
a license centre in each of the colonies and the further you progress
through the story, the wider the variety of part-time careers becomes.
You can be a farmer, a detective, a delivery boy, a fisherman and
plenty else besides - and whether the individual experiences amount
to a memory test or a little exploration, a mini-game or a fetch
quest, they're diverse enough as a whole to entertain. At the least
they're a welcome relief from the random battles that you're assaulted
with as soon as you leave the dome - this isn't to say those encounters
aren't worthwhile, only that they're random, and that, well, there
are rather a lot of them.
Luckily,
the battle system is compelling enough to stand strong against the
barrage of encounters that so often impede your progress. There's
a steadfast two-minute upper limit on the length of fights, after
which the Tizian explorer keels over exhausted - but most battles
are over in just a few seconds. Opoona uses a rudimentary sort of
Flick It system; just as the right stick was tied to your board
in EA Black Box's skate,
your bonbon is ruled by the stick on the Nunchuck, which you can
pull in any direction and then release to direct your throw appropriately.
The longer you hold the stick, the more energy you channel into
your elastic bonbon; the more powerful the bonbon, the faster it
travels and the higher the damage it inflicts upon the rogues that
hinder your advancement. Short of an excellent sense of timing,
however, you're defenceless while you're charging attacks, and the
more powerful your first strike, the longer you have to wait for
a chance to follow up. Not only that but a straight throw might
only glance some stronger rogues, so you have to angle your attack
towards weak spots on the back or side of some enemies. And don't
think the clock stops to let you pull off special attacks or use
recovery items from the menus; every action you take plays out in
real time. The countdown won't often expire, but its presence creates
an imperative to push ever onwards, meaning that battles are quick
and surprisingly strategic. There's a little depth to be plumbed
in terms of stat-management, too; you can customise your bonbon
with coatings of fire and ice - to name but a few - which add secondary,
elemental damage to your attacks, or fit new and improved cores
to increase its weight, strength and speed. Different rogues are
vulnerable to different elements, of course, and a few apposite
modifications go some way to making the harder enemies more manageable.
When all is said and done, the encounter mechanics come together
to make a neat and rather satisfying system.
What's
astonishing about how natural everything feels is that you can control
all of this with just the Nunchuck: two buttons and a stick. It
sucks power from the Wiimote, so you will still have it on your
lap, but the only controls mapped to it are shortcuts that you can
access just as circuitously with the Z-trigger. Experienced gamers
will likely opt for the more reassuring layout of the Classic Controller
- and perhaps they should - but for all its limitations, the Nunchuck
proves to be a surprisingly functional alternative. If you've neither
a Nunchuck or Classic Controller, though, no dice; the Wiimote-only
scheme is serviceable but clunky enough to suck some of the simple
pleasure from the experience. From the ground up, then, ArtePiazza
have crafted as accessible a game as possible. It's not quite My
First RPG but it's certainly more approachable than Infinite Undiscovery
or Fire Emblem: Radiant Dawn. The casual crowd will appreciate the
simple controls, the unobtrusive story and the appealingly pared-down
characters (as in, devoid of the usual emo accoutrements). They
won't, however, be so enthused about all the grinding necessary
in order to button-mash through the high rate of encounters - and
they certainly won't tolerate the appalling, mouse-in-a-maze level
design or the restrictive camera. Core gamers, meanwhile, know well
enough how to babysit a camera, although ArtePiazza have made the
process rather more cumbersome here than the engine's limitations
merit, and there are enough maps, arrows, and guided tours for experienced
players to get their bearings from eventually, but that market will
slip away in want of a deeper battle system, a more involved narrative
and a general understanding that worthwhile games should not be
more frustrating than they are rewarding. By trying to cater to
two very different audiences, Opoona ultimately falls short of the
high watermark set by crossover RPGs such as Dragon Quest and in
doing so the developers run the risk of alienating every variety
of gamer by limiting or outright ignoring their individual expectations.
First
impressions aren't usually substantial enough to found a fair and
balanced opinion, but Opoona's looks are so-so from the get-go and
you'll find little variety later on to change your mind. We have
renowned art designer Shintaro Majima to thank for an admittedly
charming aesthetic - cute characters and adorable enemies go some
way to spicing things up - but so many of the environments are otherwise
dull and uninspired that it's hard to believe he had much to do
with any of them. The last dome, Blue Desert, and many of the more
visually appealing areas are locked away long past the point that
the patience of most players will give out. NPCs are cloned everywhere
you go and textures are lifeless and repeated ad nauseum;
there's not nearly enough variety to distinguish the supposedly
distinct domes from one another. You'll see screen tearing and visible
artefacting during loads that could have you questioning the health
of your expensive new telly; and, believe it or not, there's no
16x9 support. In this day and age? Really?
Singularly
the best, and certainly the most consistent aspect of Opoona, is
the music. Soundtrack producer Hitoshi Sakimoto, whose work on Vagrant
Story and Final
Fantasy XII brought much acclaim, has been applauded aplenty
for the excellent score, but the credit should be shared with his
company Basiscape, whose contribution to Odin
Sphere might be a more familiar yardstick for RPG fans stuck
with the slim genre pickings available on Nintendo platforms to
measure by. There's no voice work at all, which, again, we should
probably be thankful for, while the sound effects are otherwise
uninspired. Still, the music is truly superlative; the most emotional
moments in Opoona aren't driven by dialogue or action but by the
swelling of Basiscape's synth-driven orchestra. Adorable and upbeat,
Sakimoto's studio has captured the essential characters and beats
of ArtePiazza's first original IP better than any non-interactive
story sequence.
Another
six months in development and a little play-testing would have done
Opoona the world of good - and from the inconsequential whimper
of its arrival at retail, the wait could hardly have hurt - but
as it stands, this is an able RPG that's brought down by some questionable
design decisions. Aurally and even artistically, the development
team are on a strong enough footing to stand against the industry's
most experienced outlets, but their grip on several of the more
elementary aspects of game design proves tentative at best. Navigation
is never less than a chore and the contrary camera needs constant
nannying; if you can deal with these irritations then there's a
reasonably deep experience to be had, only then presuming you appreciate
that this game was made at every stage for you and the other
guy. There's depth for the core and there's pick-up-and-play for
the casual crowd, but they're each half of an experience that a
little less ambition and a tighter focus would have strengthened
immeasurably. Nevertheless, if you can reign in your expectations
then Opoona is a fun, light-hearted fluffer of a game that remains,
as an RPG on the Wii, among the best of a wanting lot.
Reviewed by Niall Rough for AceGamez (All Rights Reserved).
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