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2005 action-adventure video game for Xbox 360

2005 video game

Kameo: Elements of Ability
Kameocover.jpg
Developer(s) Rare
Publisher(s) Microsoft Game Studios
Director(s) George Andreas
Producer(s) Lee Schuneman
Developer(s) Phil Tossell
Creative person(s) Marking Stevenson
Composer(southward) Steve Burke
Platform(s) Xbox 360
Release
  • NA: November 22, 2005[ane]
  • EU: Dec 2, 2005
Genre(southward) Activity-adventure
Mode(southward) Unmarried-player, multiplayer

Kameo: Elements of Ability is a 2005 activity-adventure video game developed by Rare and published by Microsoft Game Studios. The player controls Kameo, a xvi-year-quondam elf, who must travel beyond the land, rescuing her family while collecting Elemental Sprites and Warriors in a Beat 'Em Upwards style combat against the trolls that stand in her way. Kameo'due south x elemental powers let her transform into creatures and use their varied abilities to solve combat-oriented puzzles and progress through the game'southward levels.

Kameo is known for its prolonged development cycle, which spanned four Nintendo and Microsoft consoles. It was conceived equally a Pokémon-style game of capturing and nurturing monsters, only traded its lighthearted Nintendo overtones for darker themes more than conforming of Xbox audiences when Microsoft acquired the developer. In this process, Kameo was repurposed from a fairy to an elf—a transition the game'south manager later concluded was unsuccessful. While nearly finished for the original Xbox panel, the title was delayed to become an sectional launch title for the upcoming Xbox 360. Rare used the extra time to improve the game'southward audiovisuals, including Rare's outset orchestral soundtrack, and add a local cooperative multiplayer style. Kameo released alongside the Xbox 360 launches: November 2005 in North America and several weeks later in Europe.

The game received by and large favorable reviews and sales estimates ranged from subpar to par. Reviewers praised Kameo 's graphics as setting standards for the new console, and noted its bright colour palette. Their criticism focused on the gameplay, in particular its repetition, awkward controls, easy combat, disorganized introduction, and overbearing tutorial. Reviewers found the story and Kameo'south character lackluster, just largely liked the other characters and the core morphing concept. They had high praise for the orchestral score and other technical features, autonomously from the game's camera. Rare released several corrective downloadable content packs, and a complimentary online cooperative mode upgrade.

Retrospective reviews remembered the game for its vivid and impressive graphics. Kameo was included in Rare Replay, an August 2015 compilation of 30 Rare titles for the Xbox Ane, alongside documentary-style videos about the game'south development and its planned sequel. The sequel was canceled subsequently a few months of product due to both poor sales of the original and Microsoft's new focus on games for its Kinect peripheral.

Gameplay [edit]

In the third-person activity-adventure game Kameo (pronounced "cameo"[ii]), the player controls the titular graphic symbol, an elf who sabotages her sister before her coronation to take the crown and the Elemental Powers that come with information technology. This causes her sister Kalus to free the troll Male monarch Thorn and course an brotherhood to have back her crown and the remaining elemental sprites. Kameo uses elemental powers to transform into creatures with different abilities, which she switches betwixt to solve puzzles and advance through the in-game world.[3] [4] The player controls the thespian-character with the left analog stick, the game's camera view with the correct thumbstick, and the character attacks and abilities with the controller'due south triggers. The Xbox 360 controller'due south confront buttons bandy between 3 active, elemental powers.[4]

This screenshot of Kameo in the game'southward overworld typifies the vivid color palette for which it was known.

These ten "elemental warriors"[5] include a burn-breathing animal who lights torches, a gorilla who climbs walls and throws foes, and a constitute who punches opponents.[iv] There are two each of five element types (fire, water ice, constitute, stone, h2o).[half dozen] Some enemies take specific weaknesses and can simply be affected by specific elemental powers or hazards in the environment.[7] The game is structured such that new grapheme abilities unlock just as their benefits are needed to solve a puzzle.[iv] Thus the game's puzzles depend on combat more than than logic.[five] Each of the elemental forms has several power upgrades,[8] which the player can redeem by collecting and delivering fruit to a sacred tome called the Wotnot book.[4] The Kameo character, herself, can move faster than the elemental warriors but has no special ability apart from breaking crates.[7]

The game begins as Kameo advances through a castle—with the aid of 3 elemental powers—to rescue her family. Every bit the tutorial prologue ends, Kameo loses her elemental powers and is ejected from the castle into the Enchanted Kingdom to grow stronger and effort once more. Kameo travels through four themed worlds (water, ice, fire, and swamp) at the outskirts of the Badlands, the overworld that connects the areas. Each of the worlds are interspersed with townsfolk[three] and gainsay-oriented puzzles.[v] Kameo tin either travel to the worlds through the Badlands, where the elves and trolls skirmish, or warp from the Enchanted Kingdom.[3] A help system congenital into the game provides hints or direct solutions for struggling players.[7] Throughout the kingdom, Kameo finds and defeats the seven shadow creatures each guarding one of her elemental powers, while saving her family unit earning the other 3.[four]

The role player can slow time by landing successive hits and kills on enemies to make full an on-screen meter.[vii] The actor can return to levels to endeavor a higher score.[seven] The game's action sequences, more than than one-half of the game, crave the player to defeat groups of enemies before proceeding to the next room, and ultimately leading to a boss battle.[5] Kameo has a two-player, carve up-screen cooperative gameplay mode in which players can fight alongside each other during the action scenes.[five] Rare added support for online cooperative play (via Xbox Live or System Link) equally a downloadable patch following the game'south release.[9]

Development [edit]

Rare's protracted development of Kameo spanned iv consoles: Nintendo's Nintendo 64[10] and GameCube, Microsoft's Xbox, and ultimately, the Xbox 360.[11] The game became known for its long development cycle[three] [five]IGN wrote that the game had received more IGN editor coverage during its evolution than "almost any other single game".[3] In the terminal game, a recipe can found that reads "Take one Cube of ice… Add together two beetles from a Box of Creepy Crawlies… Rut to 360 degrees…" which alludes to the evolution cycles on each panel.[12] Shortly after Rare finished work on Donkey Kong 64,[x] Kameo began as a game in which the player catches and evolves creatures. In lead designer George Andreas's concept, the creatures would follow the player and act of their own volition.[xiii] This version had a "Nintendo feel" and Pokémon-similar concept: the thespian nursed little monsters into adults. Kameo spent several years in evolution for the GameCube[11] and Rare shared an early version of the game at Electronic Amusement Expo, an annual video game conference.[10] In the meantime, Microsoft acquired Rare in September 2002 for a record price of $377 million.[fourteen] [xv] Kameo lost many of its Pokémon elements when development transferred to the Microsoft'due south Xbox.[11] Rare'south Phil Tossell liked the Pokémon-fashion concept merely ultimately felt that the platform change was a positive move for the game.[11]

Kameo 's protracted development spanned four consoles

The team distilled the original concept into the core gameplay mechanics that players preferred, namely the abilities to morph into characters and to fight. In what became the cadre gameplay, the player would utilise a combination of Kameo's elemental warriors to progress through levels. Rare later expanded the concept to that of an adventure game, though its story was secondary to the gameplay. Kameo was designed for fluidity—the squad tried to minimize player chores and player waiting times.[xiii] The team simplified the set of characters from a hundred to a dozen, and expanded the skill sets of those remaining. Tossell designed these characters, and started with a boulder-like beast. These animate being designs later became Kameo'south morphing forms. Equally the game transitioned and Rare attempted to distance itself from its mawkish reputation for "cute characters with big eyes", the team struggled to repurpose Kameo into an elf from the fairy of the original concept. Tossell felt that this chore was incommunicable, as Microsoft simultaneously wanted to widen its base while information technology did not requite Rare the room to grow out of its cutesy design.[11] The Kameo grapheme transitioned through a "tribal" wait earlier becoming an elf, and her own attacks were ultimately repurposed into the elemental warriors'.[thirteen] Kameo became an Xbox 360 launch championship (aslope Rare's Perfect Nighttime Nothing) and received a graphics upgrade in the process.[11] The game had been about lxxx% consummate for the original Xbox, merely the transition freed the game's vision from technical constraints.[13]

With their timeframe extended, the development squad added extra attacks for the 10 characters, day–night transition interactions, in-game scores and leaderboards, a cooperative multiplayer splitscreen mode, and a post-release update that extends the cooperative fashion over online and local network.[2] The squad revisited level ideas that did not fit on the previous console, and transitioned from synthesized music and a text-based story to an orchestral soundtrack and vocalisation interim. The cooperative manner was also added retroactively, which challenged the already finalized level blueprint.[thirteen] The most pronounced improvements were in the game's graphics and upgrades.[ii] Levels on the Xbox 360 could agree thousands of characters on-screen at in one case. The team playtested the feel of each elemental warrior and spent extra time refining the gradual difficulty increment in the opening level.[2] In reflection, the project'due south biggest influences were ultimately Nintendo, Pokémon, and Resident Evil.[10]

Around the time of Kameo 's release, pb designer George Andreas felt that the original Kameo concept of finding and using monsters had evolved and carried through to the concluding product. He said that there were enough ideas for a sequel within the new intellectual property if players were interested.[two] Years later on, Andreas reappraised and said that the game should never have been released and remains a sore subject for him to discuss.[sixteen] Since the project was nearly finished, they had opted for launch championship release instead of starting over.[17] Andreas felt that the effort to conceal the fairy Kameo as an elf was unsuccessful and that the character did not match the Xbox'due south first-person shooter demographic.[16]

Rare and Microsoft Studios released Kameo alongside the Xbox 360 panel as a launch title:[three] on November 22, 2005, in Due north America,[1] and Dec 2 in Europe.[18] The game was available for buy in retail stores alee of the console's launch date.[19] [20] At release, it was sold at a lower price than other Xbox 360 games.[21] In accelerate of its February ii, 2006, Japanese release, Microsoft Nihon held a Kameo promotional press effect with celebrities Yoshinari Tsuji [jp] and Kaori Manabe in tardily January 2006. 1UP.com reported the upshot equally "subdued" but appropriate for Japanese games journalists to exam Kameo, as the Xbox 360 had been selling poorly in the region.[22]

Sound [edit]

Steve Burke served as the audio pb on the Kameo project, his starting time at Rare, for which he composed its soundtrack and contributed to its sound furnishings and voiceovers. Every bit the game was originally planned for the GameCube, the first few months of evolution appeared to accept no support for audio higher up the MIDI sample-mode compositions feature of Nintendo's previous panel, the Nintendo 64. The game'southward beginning demo at the 2001 Electronic Entertainment Expo used this blazon of audio. Of the starting time pieces he wrote for this project in the early months of 2001, some were scrapped. Others were re-recorded equally streaming audio, which plays pre-recorded audio files, when the developers added support. It became Rare'south first orchestral soundtrack. Other Rare staff members contributed their talents to the recording process, such as trumpet and voice recordings.[23]

Shush experimented with a variety of musical styles throughout the game's development. Burke'south original compositions were lighthearted as befitting for a Nintendo game, but became darker along with other parts of the game to match the Xbox audition when Microsoft caused Rare. The composer idea that this transition was reflected in the soundtrack, with some Nintendo-way music juxtaposed against the roaring orchestral tracks. Shush estimates that he had written four hours of audio for the project and ultimately recorded 80 minutes with an orchestra and choir over four days in Prague. The squad recorded the orchestra and choir separately. Sumthing Else Music Works published the soundtrack on compact disc and for download via the iTunes Shop and Amazon. It was nominated for the Academy of Interactive Arts & Sciences Outstanding Achievement in Original Music Limerick award.[23]

Reception [edit]

A year prior to Kameo 'due south release, GamesRadar wrote that while they highly anticipated the title and expected it to be of high quality, they thought the game's continual delays would likely hurt the final production.[24] Closer to release, Tom Bramwell (Eurogamer) added that he had expected the game to exist the best among the Xbox 360 launch titles. Kameo 's core gameplay concept brought his anticipation to par with that customary for The Legend of Zelda titles, and he thought the game would reap the benefits of its long evolution through refined audiovisuals.[4] Xbox executive Peter Moore announced Kameo as his favorite launch title in apprehension of the Xbox 360'southward launch.[2]

The game received "generally favorable" reviews, co-ordinate to video game review score aggregator Metacritic.[25] Market inquiry visitor NPD Group reported that Kameo sold 300,000 copies[21] while Retro Gamer reported that the game sold over 700,000 copies.[11] GameSpot described the NPD Group figures as significantly below expectations and the sales of Rare's other Xbox 360 launch title, Perfect Dark Zero.[30] Retro Gamer described its figures as "respectable ... for a new franchise".[11] Rare senior software engineer Nick Burton said that while Kameo and Perfect Dark Zero had reputations for poor sales, the 2 games "sold phenomenally well" for launch titles. Kameo continued to sell three years after its release.[31]

Reviewers praised the game'southward graphics as setting standards for the new console.[4] [5] [8] [32] David Clayman (IGN) saw Kameo as a good demonstration of the Xbox 360's graphical possibilities,[viii] and Bramwell (Eurogamer) considered the degree of detail, even at long distances and in processor-intensive scenes, "unprecedented in a console game".[4] Though he had few points of reference for the new console, Clayman (IGN) wrote that the extremely detailed loftier-definition graphics appeared worthy of the Xbox 360's "next generation" moniker.[8] When paired with environment sound, the experience was "almost overwhelming".[8] Reviewers also noted the game'south vivid color palette.[4] [v] [26] Kasavin (GameSpot) wrote that the developers balanced the visual elements to appeal to children and adults alike.[5] Andrew Pfister (1UP.com) wrote that the game looked marvelous but was sometimes distracted by too much occurring onscreen.[26]

Critics praised the core morphing concept[4] [5] but criticized its repetitive gameplay,[iv] [5] [26] [33] [34] awkward controls,[iv] [32] [33] easy gainsay,[5] [vii] disorganized introduction,[4] [five] and overemphasis on tutorial.[4] [five] [7] [32] Bramwell (Eurogamer) wrote that though the key idea was good, the repetitious combinations of elemental attacks were rarely novel and often laborious. The excitement of realizing a puzzle's solution, Bramwell said, was often ruined by the player's struggle to perform the job correctly. He wrote that the game's design constrained players and "bred apathy". For example, tutorials followed the scenes in which they would have been useful, cutscenes left no puzzle solution to imagination, puzzle solutions were rarely revisited later on their beginning use, and character dialogue overstated the importance of simple puzzles. Bramwell was "drastic" for the liberty to experiment without forced guidance. "The game", he wrote, "inappreciably ever stops telling you what to do."[4] Clayman (IGN) agreed that in that location was too much help[7] but alternatively appreciated the continual challenge and activity density of Kameo 'south level pattern, with townspeople interspersed within the level's activeness. He besides liked to experiment in the Badlands as a break from the puzzles.[3] Clayman found the game'south gainsay easy but fun. He especially enjoyed the slowed fourth dimension gainsay.[7] Bramwell (Eurogamer) said that the "relative pleasure" of Kameo 'due south combat was ultimately worth little, equally the player could utilize basic attacks and avoid nigh major upgrades throughout the whole game.[iv] Phil Theobald (GameSpy) added that character upgrades were required for maintaining involvement in the gameplay, just that the game does not incentivize finding such combinations.[33] Pfister (1UP.com) as well found the gameplay residue and puzzle design insipid.[26]

Reviewers found the story[8] [26] [34] and Kameo'southward character lackluster,[5] [8] but largely liked the other characters.[6] [7] [28] Andrew Reiner (Game Informer) said that the story tracked through every imaginable video game cliché and failed to build emotional attachment.[34] Clayman (IGN) noted that he spent niggling time as Kameo, the grapheme. He found the elemental warriors more useful, interesting, and original, and felt that the ten powers were balanced so as to make each worth playing.[seven] Dave Halverson agreed that the multiple character options represent a rare breadth of player choice,[28] while Pfister (1UP.com) wrote that only a few of the characters had abilities worth regularly using and called the "terrible" grapheme design typical for the developer.[26] Clayman (IGN) thought that Kameo'southward graphic symbol was comparatively less interesting than that of the rest of the cast.[8] Kasavin (GameSpot) agreed that Kameo visually appeared "generic" while other characters and environments had exceptional and inspired style.[5] Alternatively, Halverson (Play) thought of the "breathtaking female lead" every bit the "quintessential fantasy icon".[28]

Reviewers made positive remarks about the game's orchestral score and voice acting.[5] [8] [23] Kasavin (GameSpot) wrote that added choral tracks during intense in-game moments gave the game ballsy overtones,[5] though Clayman (IGN) idea the score made the game environments feel delusively purple.[8] Bramwell (Eurogamer) found little joy in the verbose dialogue, which he ofttimes skipped even during of import scenes,[iv] merely Kasavin (GameSpot) considered the voice acting amusing, with proficient quality. He also praised the level of nuance in the sound effects, such as those fabricated as characters walked.[5]

Clayman (IGN) reported that the game had no major technical issues, which was a major business organisation in the protracted run-up to the game's release.[3] He also establish that almost of its levels did non appear to leverage the Xbox 360'due south advances in areas apart from graphics.[8] Bramwell (Eurogamer), on the other hand, fought the controls and camera throughout the game. He lamented a item issue in which the photographic camera would spin 180 degrees when Kameo was hit, which made the path of retreat harder to see.[four] Theobald (GameSpy) also lamented the photographic camera.[33] Kasavin (GameSpot) found Kameo to exist technically outstanding, and praised its automatic game save features, brusk loading times, steady frame rates, and detailed brandish on both standard- and high-definition televisions.[v] Pfister (1UP.com) wrote that Kameo was technically impressive to the point of overwhelming the gameplay.[26]

Critics noted the game's length as shorter than expected, with near x hours of content.[5] [7] [26] Clayman (IGN) had piffling want to replay the solved puzzles[8] and Bramwell (Eurogamer) was even eager for the game to finish.[4] Halverson (Play) planned to return to the game but wrote that he would have preferred five more hours of the single-player over the Xbox Live features.[28] Reviewers were largely unimpressed with the extra Xbox Live cooperative play[5] [28] [33] and score attack features.[viii] [28] Halverson (Play) had hopes for Kameo and Psychonauts to rekindle developer interest in the 3D platforming genre, merely concluded that such games were likely not to return.[28] Clayman (IGN) did not find the game to live up to its publicity as a competitor against The Fable of Zelda series,[8] though Theobald (GameSpy) idea Kameo 'south dominate battles were comparable.[33] Pfister (1UP.com) noted several traditional Rare flourishes—lots of colour and graphics effects, puns for graphic symbol names—just ultimately wrote that Kameo was proof that Microsoft had received "exactly what they paid for" in its conquering of Rare.[26] Theobald (GameSpy) said that Rare had avoided its usual tropes of making players collect many items and poor character pattern, and fabricated a "worthy" launch title.[half-dozen] Nigel Kendall (The Times) wrote that the game was "more cerebral" than the console's other games, which were stereotypically near driving, football, or shooting.[29] Kasavin (GameSpot) noted that Kameo was the most accessible launch title to players of all ages. In summary, he thought the game was a suitable fit for players' first experiences on the new Xbox 360.[5]

Downloadable content [edit]

The game was released without online back up for branch play, only Rare promised to add together the feature as a gratuitous patch and did so in April 2006.[9] The patch allow two players play the story simultaneously when their consoles were continued through Xbox Live or System Link.[35] It also added new achievements.[36] For a fee, players could download a series of costume packs that modify the visual appearance of the game's characters.[9] In September 2006, Rare released the Kameo "Power Pack", which added leaderboards, a costume pack, new achievements, and three new modes of gameplay: Expert, Time Attack, and Rune Battle.[37] Expert Mode remasters six of the game's levels with added difficulty. Time Attack Manner lets two co-op players (local or online) attempt to terminate levels as fast as possible. Rune Battle Mode pits two co-op players confronting each other to collect the near rune items. Ben Kuchera of Ars Technica wrote that Rare "did a good job" of supporting Kameo with post-release content. He liked the idea of the time-based style and idea that the Expert way would abate criticism of the game's easiness.[36]

Legacy [edit]

In retrospect, Kotaku wrote that Kameo would be remembered as "that pretty Xbox 360 launch game",[38] which IGN confirmed a year afterward its release.[39] While some games journalists reported unfavorable views towards Kameo, they as well reported its fanbase to exist dedicated.[17] [36] [40] Other games journalists described the game as underrated.[41] [42] Kameo was amidst the beginning batch of games to be sold digitally with the Xbox 360'south Games on Demand service in August 2009.[43]

Kameo was after included in Rare Replay, a compilation of 30 Rare titles, released for the Xbox One in August 2015.[44] The game runs through the Xbox One's backward compatibility, which emulates select Xbox 360 titles on the newer panel.[45] Kameo was among the offset batch of games to be supported for the feature.[46] The Rare Replay emulated release includes all original downloadable content for costless[47] and lets players migrate their Xbox 360 cloud saves to their Xbox I.[38] Kameo 'southward performance in the Xbox One'south emulator slightly improves upon its technical performance on the Xbox 360 itself.[45] Stephen Totilo (Kotaku) was surprised at his positive response to replaying Kameo on Rare Replay, having found the introductory stage off-putting when he sampled it at the Xbox 360'due south launch. He planned to return to the title.[38] Chris Carter (Destructoid) wrote that while Kameo was not worth full toll at its release, it was a welcome addition worth playing in the compilation.[48] In June 2019, the game was enhanced to run at native 4K resolution on Xbox Ane X.[49]

A sequel to Kameo was in product but was ultimately canceled.[11] George Andreas began work on the sequel after finishing the showtime game.[50] Kameo ii was designed to exist a darker take on the original. Rare redesigned Kameo to have smaller eyes and matured the other creatures.[11] For instance, the trolls were given steampunk designs.[51] The sequel put a heavier emphasis on the open world, equally the team was influenced past Assassin's Creed (2007). Rare began to use Havok physics software for smoother inverse kinematics animations,[50] and planned to contain assets from an unreleased game, Black Widow, which featured a giant, mechanical spider.[52] For creature upgrades, the team planned to let Kameo wing as an hawkeye so the actor could experience the grandeur of a bird'due south-eye view.[xi] Kameo composer Steve Burke said that he worked on the sequel for a year. He wrote several new audio tracks in a Celtic style and recorded voiceovers, which together were used in a concept demo pitched to Microsoft.[23] The project was canceled afterwards about three months of production as Rare re-focused on Microsoft's Kinect endeavor.[11] At the time, Microsoft redirected its internal studios to back up the projection.[30] The original's lackluster sales also contributed to the cancelation.[30] [53] The public had heard reports of its cancelation during the 2009 restructure and had seen an artwork leak in 2011, but the counterfoil was not confirmed until Microsoft Studios vice president Phil Spencer did so in 2013.[21] 1UP.com questioned whether Kameo needed a sequel at all.[53] Rare released a retrospective documentary of the unreleased game as part of its August 2015 Rare Replay collection.[51] Kameo ii concept artist Peter Hentze narrated the documentary, which focuses on art that would have been included in the game[54] apart from a brief video clip.[55] Rare later released a follow-up making-of Kameo video in March 2016.[10] The sequel'south video did non elaborate on why Microsoft canceled the project.[51]

References [edit]

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Source: https://en.wikipedia.org/wiki/Kameo

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