Kameo: Elements of Power Preview
Which are hopefully more "pow" than "er".
Those onetime Britsoft gods at Rare have had a bit of a rough ride from the press in the last few years, and with some justification. Since Microsoft signed a gobsmackingly large cheque to add the studio to its internal development repertoire back in 2002, it hasn't exactly justified its price tag - producing only the fun but not exactly world-igniting Grabbed by the Ghoulies, and the forthcoming, foul-mouthed, Conker: Live & Reloaded. In what must be a bit of an embarrassment for Microsoft, if you wanted to play a really good Rare game in the last few years, the best place to do it was on Game Boy Advance.
J Allard has told us to be patient with Rare - but with Xbox 360 on the horizon, it's surely now time to deliver the goods? Perfect Dark Zero didn't exactly look hot in the early shots released last week - in fact, it was struggling to even look lukewarm - but I still hold out a hefty degree of fanboyish hope that it'll live up to our expectations, which is what the few people who saw it behind closed doors at E3 claim it will do.
And then, somewhat overshadowed by Joanna Dark's bombastic exploits, there's Kameo: Elements of Power, a game that's been redesigned so many times we've lost count, but which is now finally on the home straight and destined for launch early in the lifespan of the Xbox 360.
The idea behind Kameo is a slightly odd fantasy concept; you play as the eponymous fairy, capable of transforming into one of ten different creature forms to accomplish your (as yet unrevealed) goals. Each of those forms looks radically different and has different abilities as well as a different combat style - we particularly liked the pugilistic plant, which can drop down into the ground leaving only the flower on top of its head visible, and move around in that form, allowing Kameo to, for example, get past doors and gates with gaps underneath them.

As you progress through the game, you'll also learn to chain attacks from different forms together into combos, so you might knock an enemy into the air with an uppercut from one form and then swiftly change form and fling icicles at it with a magical attack with another. It's a system that doesn't sound dissimilar to the way combat works in Bioware's Jade Empire, although we've yet to see how well it works in practice.
So far, this sounds largely like the Kameo we've seen before - but what the Xbox 360 version on show at E3 revealed was how Rare have used the power of the new console to give them some elbowroom to do cool new things with the game.
The graphics, as you might expect, look great, but the cartoonish style of individual models or environments don't look that much more advanced than what might be accomplished by a talented team working on the current-gen Xbox - albeit with some quite nice effects like making all of the creatures slightly transparent so that the player can see Kameo suspended inside them.

Where the abilities of the 360 are really being applied, then, is in putting loads of things on screen at once. Since we last saw it, Kameo has not only developed a truly impressive amount of detail and action in its normal gameplay sections - one area high up on the battlements of a castle had orcs milling around, dragons swooping through the sky and some great atmospheric and combat effects to top it all off - but has also seen the addition of enormous battle scenes, with thousands of enemies facing off against each other and Kameo stuck in the thick of it. How many of these types of battles will be featured in the game - or indeed, what the top-level structure of the gameplay actually is - still isn't clear, but it certainly looks like the game aims to provide quite a welcome variety of different play styles.
It's not the best-looking Xbox 360 title we've seen, but Kameo sports a unique graphical style and very interesting looking gameplay which appears to have been spruced up significantly for its transition to next-generation. It should be emphasised that Kameo wasn't actually playable at E3, but rather was running in a real-time demo with Xbox staff on hand to explain the game - so it's certainly a bit too early to make any judgements, except that we're now a lot more interested in seeing what Rare have to offer for the Xbox 360 launch platter than we were before the show opened its doors.
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Comments (44) Latest comment 7 years ago
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Wow, the "Eurogamer is biased" rants sure made Eurogamer more careful. It will probably not be for long before each article will feature a legal statement at the bottom to rule out any liability for what's written above...
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Either way, I'm looking forward to it, it's one of the few Xbox360 launch/early games I'm really interested in. The graphics remind me of Blizzard somehow and the gameplay at least on paper sounds pretty cool.
The Xbox360 launch is Rare's finest hour, at least it's their chance to prove they are still a top studio. I'm still holding out for a new Battletoads and Blast Corps though.
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i second this motion.
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I like the concept....it sounds quite a classical idea. Reminds me of classic 80s cartoons that actually valued a solid original concept, and didn't try to rip off anything else (Transformers, Thundercats, Jayce...to name the obvious.) This gives a similar feeling, so I like where this is going.
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I remember being really excited about this game back when it was first shown on the GameCube... now I just really don't care.
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to mind. "
And "second chance".
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anyway, kameo then. back when the first videos of this running on the cube were popping up i was pant-wettingly excited by it. the whole changing forms thing was looking really nice and it was floating around the top of my ones-to-watch list. since the move to ms, the talk all sounds the same, but the vids i have seen so far all look a lot more generic 3rd person action adventure. i hope they prove me wrong, it still sounds cool, but i need to see the magic that the cube was showing way back when.
(fanboi disclaimer. yup, i am a cube fanboi, but the type who owns all the consoles and is likely to own all the next gen consoles too, so the platform switches themselves do not change my perspective of the game as they make no difference to my ability to procure and play a copy)
/giggles a bit more about the transformers thing.
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for the 360 also
I think a Banjo would make a good next gen peripheral.
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Oh damn.. I wasted a whole year with Psst!
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Eh? That effect has been there since the very first GC build of the game was shown - it's not new in any way at all.
http://media.cube.ign.com/media/016/016571/img_121435 8.html
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Which is why that line you quoted doesn't contain the word "New".
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original
anyway, kameo then. back when the first videos of this
running on the cube were popping up i was pant-wettingly
excited by it. the whole changing forms thing was looking
really nice and it was floating around the top of my
ones-to-watch list. since the move to ms, the talk all
sounds the same, but the vids i have seen so far all look a
lot more generic 3rd person action adventure. i hope they
prove me wrong, it still sounds cool, but i need to see the
magic that the cube was showing way back when.
(fanboi disclaimer. yup, i am a cube fanboi, but the type
who owns all the consoles and is likely to own all the next
gen consoles too, so the platform switches themselves do not
change my perspective of the game as they make no difference
to my ability to procure and play a copy)
/giggles a bit more about the transformers thing."
Ok, ok. I suppose some Japanese robot thing like Gundam was around first, get me on a technicality, or whatever.
You know what my point is though. Being able to turn into a set number of certain things (10 diffferent things), and having to rely on using them at different points during the game, is a good idea.
If it was, 'You can turn into 50 things' it would be crap, because its just too many and you would only use each once or twice. Personally, I think 10 is too many, but whatever.
What I'm saying is that no other game has the same idea (correct me if I'm wrong, well, apart from Blast Corps?)
Some genres these days are used to death, instead of new ones being thought up. All FPS= the same. All fantasy RPGs = Uncanny resenblance to the Final Fantasy series.
We need originality, no matter how painful it is to dream up!
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Not everyone who complained about EG's E3 coverage ranted and called them biased.
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I'm afraid Rare has lost it. M$ bought it and as you often see after a take-over, everyone talented jumps ship as quickly as possible.
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"New".
I didn't say it was new...
It's very heavily implied though to be fair - that particular paragraph is all about the difference (or not) in graphics between the gens, and then that effect is randomly singled out without any real explanation (i.e if it's because it's significantly better than it was before then say so, don't just leave it hanging as if it's a totally new and next-gen thing).
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"Wow, the "Eurogamer is biased" rants sure made Eurogamer
more careful."
There's a big difference between calling EG biased as a whole and calling a few articles biased. I don't see why this needs to be brought up in every article comments section though...
Anyways, I have a pretty bad feeling about Rare too - I hope they will impress everyone beyond compare with the Xbox360 launch, but the signs don't exactly point to that. I still love their old stuff so I'm hoping for the best. Kameo is looking pretty cool though, something which is very hard to say about any of the PDZ screenshots on the internet.
About the talent leaving Rare posts, I think the Timesplitters developer (Free Radical) at least has alot of ex-Rare people.
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it and as you often see after a take-over, everyone talented
jumps ship as quickly as possible."
Hmmm, Les looks to me you've got a problem with M$, so Rare have lost it, and where can you tell me where that have lost it? I've played Conkers and it plays pretty good to me and I'm sure the online section it going to be impressive also.
But getting back to you, when Kameo and PD0 get released they are going to be worst games Rare have released, according to your statemants as they have no talented programmers on board.
Well those jump ship programmers have a lot to answer for with the likes of Timesplitters, although Second Sight was good though as I liked the story.
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Conkers is a port of the N64 game, with a Live section added to it. Hardly groundbreaking stuff. Kameo has never really interested me. As for Project Dark, never played it. But if I'm not mistaken its GoldenEye but less good. If they can give the FPS genre a new twist I'm all for it, but I seriously doubt it though. Their last games were all poor. The one thing they are still good in is being funny on their website.
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Hutt out
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Not really, they've made some fantastic GBA games, their last two console games (Starfox and ghoulies) have been pretty bad though.
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me:
"/giggles at the suggestion that transformers was in any way original
zErOb_cOOl:
Ok, ok. I suppose some Japanese robot thing like Gundam was around first, get me on a technicality, or whatever.
not my point. hasbro bought up the rights to a load of different japanese toy lines based on big stompy robots from various anime whatsits. they then proceeded to get cartoons made with all these pre-existing toys whilst flogging them off. there wasn't an original (robotic) character in the transformers universe until the 2nd or 3rd series.
theres a bit more info at http ://www.revolutionsf.com/article.html?id=2213
/end transformers fanboi/collector mode
so, kameo then...
edit - dodgy site code post borkage
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Which was a pity.
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It's like "Bullet-Time" from The Matrix 1. The first time most see it, it's very cool. However, by the time most see The Matrix 2 & 3...they've grown accustomed to it and there have been knock-offs in the meantime. So even with improvements many won't find it as wonderful as the first time.
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The folks who left Rare in the much cited "defection" left in 1998, 1 year into development (PD was released in mid-2000). Of the 12 making up the core GoldenEye 007 team, 6 left for Free Radical at that point. They were eventually replaced by another 10.
Of the 6 who left the most significant would be David Doak (GE007 project lead) Doak went on to found Free Radical along with Steve Ellis (programmer). The others were involved in music, animation & art (2 here). An additional member, Martin Hollis left at the same time. Hollis was the diretor of GE007. Initially he went to consult for Nintendo on GC development, but later founded Zoonami.
The important thing for Rare is that they still have Duncan Botwood who was largely responsible for the original PD once Doak & Hollis left (Botwood was also involved with GE007)...and whether you prefer PD over GE or vise versa, it's generally accepted that both are great titles.
Can you name the majority of the folks on Shigeru Miyamoto's team? How about Yu Suzuki? Jason Jones? Kazunori Yamauchi? Probably not without some reseach, yet people don't worry this much about their respective development houses (EAD, AM2, Bungie & Polyphony Digital). Surely they don't all have the exact same staff today as in 1997.
Don't worry about Rare Ltd.
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http://www.rareware.com/games/upcoming/kameo/sh ots/kameo_03hi.jpg
"environments don't look that much more advanced than what might be accomplished by a talented team working on the current-gen Xbox"
What is this, a pisstake?
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