Some details from GoNintendo:
– Game kicks off with an inventor named Ion reactivating Rodea
– Rodea is a tailed flying humanoid robot
– Rodea was a soldier for Princess Cecilia and the Garuda Kingdom who battled the Naga Empire a thousand years ago
– The Empire suddenly returns to wage war against Garuda, so Rodea again must battle
– Has a NiGHTS vibe
– Wii U/3DS versions are different from the Wii original
– These versions change from an “arcade” play style to a “sky adventure”
– No pointer controls like in the Wii game
– There is a targeting system in the Wii U/3DS versions
– Move a targeting reticle and press A to have Rodea travel in the desired direction
– Press X while on the ground to travel straight upward in the air
– Can perform a spin attack with the B button
– Y button: use equipped weapons to shoot down enemies
– Rodea’s world is made up of many floating islands
– Rodea has a limited flight ability
– Can collect floating crystals in the air
– If you target one while flying in the direction of a several in a row, Rodea will automatically collect them all
– There are rings to fly through and other intermediate targets
– Final game has hidden areas and multiple paths
– There are also obstacles such as zip lines and time trial challenges
– StreetPass support for 3DS version
– This allows players to gain new items
– 2D art on the 3DS’ touch screen
– Ion talks to you while flying around
– Game is full of voice dialogue
- discussions began with “what thoughts went into the creation of Rodea?”
- Hasegawa always wanted to make a game where you can fly
- this is something he dreamed of doing ever since he was a child
- Hasegawa had always been involved in the development of games with violence
- making an all-ages game is something he’s been wanting to do for a while
- those two thoughts prompted Hasegawa to meet up with Yuji Naka
- Naka explained why he never made a sequel to NiGHTS: “I didn’t want to do anything that could possibly take away from the good that was NiGHTS.”
- Naka was spending his time doing research and development for a game that would allow you to fly around the skies more freely
- this proved to be difficult, even with access to a gyro sensor-equipped controller
- Naka felt the Wii could change this
- he shopped the idea around for various years, but no one would bite
- when he met with Kadokawa Games, the two meshed with the idea and decided to start work
- opinions held by the developers at Prope clashed with those of the publishers
- out of the 9 years of existence since the establishment of Prope, they’ve never had as many arguments as they did while working on Rodea