Kameo: Elements of Power
More new movies of Kameo in action preview the game's
artistic look and smooth-flowing worlds.
July 3, 2001
E3 2001 rolled around and Rare pulled a rabbit out of its
hat. The company had secretly been working on a GameCube project
entirely different from anything it had ever done before. Needless to
say, many were surprised and intrigued at the kind of gameplay Rare was
creating. The famous second-party labeled Kameo: Elements of Power
as a role-playing adventure. From what IGNcube saw at E3, it
could almost be renamed to Kameo: Elements of Pokémon.
Features
- Explore lush 3D landscapes
- Gorgeous eye-candy including exquisitely detailed animation,
realistic particle effects, volumetric fog, and more
- Capture, train, and command up to 60 creatures
- Enjoy creature types of Ice, Fire, and other elements
- Morph into your creatures or send them into battle
- Face enormous beasts in boss battles
Gameplay
Kameo: Elements of Power is a third-person perspective RPG adventure
based on the life of a gifted young girl by the same name. Her objective
is to search out and rescue six Elemental Children. With her spock-inspired
ears and her hoopty-earrings, Kameo looks like a disco-induced Jet Force
Gemini character. Her goal is not just saving the world and defeat big
bosses, though. She has to capture and raise young creatures, nurturing
them into adulthood, then unleash them into battle at her will.
Once Kameo has captured a monster and has let it mature, she is free
to either unleash it to attack enemies or morph into the beast herself.
When this happens, the camera remains in third person, with the body of
the monster becoming translucent around Kameos body. Whats
refreshing about this title is the humor. For instance, in one boss
level, Kameo is about to fight when the screen changes into versus (a
little homage to Street Fighter) intro, packed with profiles of the two
at battle, and Kameo mocking her rival by waving her arms like the
tentacles of the foe. She points, rolls her eyes and laughs. Very sassy,
indeed.
The method Kameo uses to capture the wildlife is done through a round
colorful instrument that looks a lot like a Simon Says toy. Players
point the tool in the general direction of the unaware creatures, a
light then beams forward, and with good aim Kameo is in a battle to
catch the creature in a bubble. From there players have to finalize the
deal through a somewhat psychedelic-colored vortex that blankets the
world in front of Kameo. You use the analog stick to center the bubble
in the middle of the vortex. There's some resistance, and it's similar
to "reeling" in a fish, but if done right you'll capture the
creature for good. To give you an idea of what you just caught, a screen
is displayed detailing the type --Ice, Fire, etceteras, height, weight,
and name of the young beast. A 3D model of the character spins of above
these statistics showing off the current size of the creature and what
it will grow into at a later time.
Kameo transforms into this character and lets off a little
steam
Although most of the beasts involved werent playable, there were
at least four incredibly unique critters for players to access
throughout the game. One called Koo, whom later evolves to become called
Cling, is a large troll-like animal who has the ability to use his brute
force to punch out his enemies, lift large objects, etc. Another
critter, who later becomes known as Blaze, looks like a
Lucas-inspired-ostrich, who has the ability to catapult fiery bombs at
enemies. Other monsters give Kameo the power to propel herself in the
sky, jettisoning herself to places she would normally not be able to.
And of course what would a great Rare game be without the option of
flying? But rest assured, theres a monster for that, too. In fact
Rare promises a total 60 beasts in total to search out and train.
Controls
Rare takes the simple path in GameCubes controller. Although only
utilizing the standard analog stick and four buttons, Kameo jumps, runs,
flies, glides, swims, and few other things yet to be seen with relative
ease. The control stick propels Kameo through all types of environments.
The motion guides much like that weve seen in previous Rare titles,
but you also have the ability to push the camera where you want with the
C-stick. The face buttons provide access to a various number of things.
The A-button is the action button, and depending on whether your are
Kameo or a monster you can jump, hop and fly, among other things. The
surrounding buttons --B, X, and Y -- can be set to quickly select
certain monster types. It's very similar to the system introduced in
Legend of Zelda: The Ocarina of Time. The Z-button can be used to toggle
monsters in and out of battle.
Graphics and Technology
From what three levels were playable at E3, the environments
were quite vivid with an impressive draw distance, and unlike that last
crop of Nintendo games featured no fog and steady framerates. The water
effects shown in the "Koo Forest" stage looked much like those
found in Rares other adventure GameCube title Star Fox Adventures:
Dinosaur Planet, and are just as pretty to look at. But after seeing the
graphics found in Miyamotos newest pet Pikmin, and the cause
and effect the characters play on the blades of grass of the flower
beds, we cant help but think Kameo should follow suite. However,
there were some fancy effects such as motion blur and heat distortion
that caught our eye. Fire-breathing animals distorted the air around
their stream of fire, and shadows grew and contracted as monsters jumped
at varying heights. Draw distance was also fairly impressive, and
textures didn't suffer details as they sprawled out across vast
landscapes.
The one strong point Kameo has in particular is its animation system.
It is, unbelievably fluid animation that has us drooling for more. In
particular the change from Kameo to one creature or another is extremely
impressive. She'll be standing upright running forward, and if you
change into the "grasshopper" creature, for example, her
spinal alignment will seamlessly transform into something fitting for a
quadruped. It's something you have to see with your own eyes, really.
The transitions are almost flawless. There's no flash of light or thick
smoke to hide the morphing process; it all takes place before your eyes.
Outlook
What was shown at E3 was only a very small piece of the game.
So small in fact that until you played the entire demo with any success
could you grasp what the idea for the gameplay is. Most areas were very
limited simply because there was nothing to do in the huge worlds just
yet. It's still somewhat of a mystery how things will pan out, but what
is especially clear is that collecting monsters and training them for
battle in a huge 3D world plays a big part. It's obviously influenced by
Pokémon, and that's a very good thing. Everyone who's wanted the chance
to roam vast 3D landscapes, catching monsters and fighting huge bosses
will be in luck. Just the idea of that alone has huge potential. For
that reason the entire IGNcube team and even IGN Overlord Peer Schneider
cannot wait to play a more final version. If Kameo: Elements of Power
delivers on its premise, it could turn into a mature Pokémon-themed
title that takes place in full 3D.
Kameo: Elements of Power is set for release sometime in 2002 -- the
sooner, the better.
|