Folklore US box art revealed
Here it is, the US box art for the upcoming PS3 adventure game, Folklore. It does a great job of giving players a glance at both main characters, Keats and Ellen, and a handful of the Folks they'll collect in the game. The US version of the game will be available October 9th.
Reader Comments(Page 1)
2. This game is going to rock.
Posted at 12:04PM on Sep 5th 2007 by Skemo
3. Really nice boxart. Game is surprisingly fun.
Posted at 12:29PM on Sep 5th 2007 by Egster
4. i'd love to know who gets paid to design box art with no focal point. (i'm an art school nerd). cool game though.
Posted at 12:30PM on Sep 5th 2007 by a.j.
5. I'm away home in college, so I wanna ask whether anyone played the demo? Was it any good?
Posted at 12:37PM on Sep 5th 2007 by ruibing
6. I cant wait for this game! These types of Rpg games is why I bought a PS3. loved the demo
Posted at 12:40PM on Sep 5th 2007 by sicklesdawg
7. Demo was pretty good. Game has probably has lots too it we don't even know about. The use of the sixaxis was pretty good for yanking the 'id' out of those creatures.
Posted at 12:57PM on Sep 5th 2007 by wonway01
8. To #5:
As a long-time RPG veteran, I found the demo to be a little disappointing. The action seemed very repetitive and unoriginal. Sure, you used creatures as your attacks, but the actual act of attacking was very bland. I also found the use of the Sixaxis motion control (yanking the souls out) to be disruptive and felt tacked on, but that's just me.
The visuals were a treat, though, as you can probably tell from the screenshots, but it only ran in 720p. There was no voice-acting in the demo, so I can't really critique that, but the music was top-notch.
Overall, it seemed like a lack-luster execution of a great idea. The game would have to offer much more variety in combat (instead of 'choose the right attack, do it over and over') and missions (the two offered scenarios were essentially the same) in order to convince me. The demo just seems like an average action-RPG with an interesting premise.
Buuuuut.. demos for RPGs are rarely indicative of the final product. I hated the FFVII demo, for instance. A lot of people did.
Just my two cents.
Posted at 1:09PM on Sep 5th 2007 by Ithilis
9. O_o this is a terrible cover it deserves a much better cover
Posted at 1:12PM on Sep 5th 2007 by shaf
10. To #9 -
I didn't think people cared about the covers so much. As long as the title is legible on the spine of the case, I'm happy.
Posted at 1:37PM on Sep 5th 2007 by Ithilis
11. To Ithilis
I disagree about the controller. This was actually one of the most satisfying uses of Sixaxis to date. The thing I liked about it was that the action you do with the controller very much resembles the action on the screen. You yank the controller and out pops the id, like you had it on a fishing line. It was good fun. Also, unlike some dragon-oriented titles that shall remain nameless , you don't need precision, just a good yank to get on the sixaxis so the sloppiness of the controller doesn't really hurt you.
I liked using the creatures you captured, but I agree that more variety of how you use them would be nice. That's why I liked the girl's world better than the guys world. You had the creature that can drop sticky stuff on the enemy. A nice change of pace from the shooting of the guy's world.
One more thing. I got level ups or something like that, but I didn't notice any difference in the game as a result. I hope this is more useful in the full version. If it is, it'll be a nice challenge to go for the big bonuses you get when you reel in multiple ids.
Posted at 1:42PM on Sep 5th 2007 by pbssbp
12. Look its Corbin the troll! OMG he played it at a "relative's place" and he said it sucked so it must be garbage!
Anyway,I spent some time with the Japanese AND the EU/US demos and I really like what this game is doing. The battle system is fun and does involve some strategy and quick reflexes for dodging and countering. The demos don't really give much on the story but the concept seems cool enough. And of course the art in the game is stunningly beautiful.
a "must buy" for me.
Posted at 2:01PM on Sep 5th 2007 by gullum
13. Finally the US gets some good box art! Most of the time, Japan gets much better artwork than us.
Posted at 2:19PM on Sep 5th 2007 by Metoo
i like how you didn't even say exactly why this game is gunna suck. and you played it? i doubt that. at least ithills (even tho i disagree...difference of opinion issue tho) i can believe played the demo cuz of the reasons he stated. So corbin (12 year old and growing) I think you suck.
I personally also liked the demo (its one of the longest demos i played so far!). I really like how its a change of pace from whats looking like FPS city this fall/winter season.
Posted at 2:31PM on Sep 5th 2007 by money_mike_preme
15. I enjoyed this demo and I look forward to the release of the game.
Posted at 3:12PM on Sep 5th 2007 by borgman1
16. I played both Japanese Demo and US Demo. I have to say that the Japanese version is boring. Maybe that is one of the reason it didn't sell well in Japan. The US version is WAY BETTER because you can get the chance to fight one boss. Using certain combination of souls to defeat monsters is very clever and I really like that. After playing the US demo, I regained the confidence of this game and it's now on my Video Game Wishlist.
Posted at 4:03PM on Sep 5th 2007 by WoLoCo
17. I wasn't planning on picking this game up because of the huge amount of time I need to dedicate to beating other rpgs (FFXII, Rogue Glaxy, Blue Dragon, Eternal Sonata, Persona 3) but after playing the demo I don't think I can pass it up. Maybe by the time I beat all the other RPGs I'll be able to find folklore used.
Posted at 4:35PM on Sep 5th 2007 by BlackBeltJones
18. I loved the demo. The atmosphere is top-notch, and I was happy to see quite a difference between the two worlds of the protaganists in the demo. I assume there will be more luscious scenery, and that makes this a must-buy, for me.
I found the controls and battle to be acceptable, for an action-rpg. I'm a little worried that I might be overwhelmed, but I noticed in places that I had let myself get run into a corner, the next time I was able to get around my enemies, so you have some live-action "run away" possibilities if you suck at this sort of thing, like me.
I have not gotten used to a controller that you move to change things onscreen. It's just so bizarre to me, that it actually works.
So when I pull out the souls, I'm yanking that controller all over the place like it's private happy-time, or something.
But the point, as elucidated so well by pbssbp, is that the damn thing works, I had no problems, and I'm not one to shy away from looking goofy.
But yeah, the monsters, the graphics, the scale, the "lens" they're using gives a feeling of scale to things in the background (trees, buildings, etc) that wasn't possible on last-gen.
This is a game I will play every weekend for weeks.
My only criticism is the writing isn't that great, but it's not bad. It's acceptable. That's hardly a criticism, considering the best thing here are the graphics, feel, gameplay, sound, ideas, monsters.
And that's just from the demo.
Posted at 9:06PM on Sep 5th 2007 by John
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Posted at 12:03PM on Sep 5th 2007 by halebound00