Joystiq hands-on: Project Treasure Island Z (Wii)

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Officially unveiled at Capcom's San Francisco Gamer's Day, Project Treasure Island Z is scheduled for a Fall, 2007 Wii release. (The title's name may change before then.) The adventure/puzzle game is based on many -- Capcom says 80 -- different Wii Remote gestures, like twisting keys and scooping water. After playing the game, I'm interested in its final version; Capcom seems to be living up to its innovation-and-risk ideal.

Gamers, especially the American audience, will first notice the risky kiddie graphic and character style in the single-player-only game. Project Treasure Island Z has a lot of substance beneath that saccharine layer, but Capcom faces a significant challenge in selling the game to older players.

I asked about the target audience and age for the title, and a company representative admitted that it skewed young at first glance. However, she mentioned that Capcom will work to market the game to a broader group, including hardcore, dual-system gamers.

After getting past the graphics, I picked up the Remote -- the only means to control the game -- and swung into action. I moved my character by pointing and clicking on-screen. "Zack" (no relation) interacted with the environment when I clicked on objects. But the point of Project Treasure Island Z is the method of those interactions.

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