Sony Gamers Day 2007: Folklore

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Besides PAIN, the other real pleasant surprise title to come out of Sony’s Gamers Day was the Action/RPG Folklore. I can say this now: If you’re tired of the same old Japanese RPG, then this is your remedy to the Final Fantasy clones of the world.

The first thing you notice when you see the game is the incredible art style that permeates throughout the title. It’s so unique and interesting, the game is almost worth it alone as a work of art. But, thankfully, there’s more than meets the gamer eye on this one — I can’t believe I went there with a Transformers reference, man am I fried.

From what little we were able to see, the game has the potential for incredible depth and weapon customization. You see, the creatures you kill in the world can all be captured via a genuinely great use of the SIXAXIS and can be thrown into your ever-growing arsenal of weapons. They’re all unique and full of personality.

And besides PAIN, Folklore was also one of the most smile-inducing and talked about title of the game journo crew in attendance. Just about everyone spoke very fondly of the thing and after playing it myself, I highly suggest you throw this one on your game radar — especially if you’re a Japanese RPG fan looking for something different. 

OVERVIEW

Developed by Tokyo’s Game Republic under legendary game creator Yoshiki Okamoto, executive producer for Onimusha™, Devil May Cry™ and Resident Evil™, Folklore™ is a unique, dark fantasy adventure inspired by western fairy tales and built to showcase the power of PLAYSTATION®3 (PS3™) computer entertainment system.  Set in the mysterious town of Doolin, two strangers, Keats and Ellen, are drawn together to uncover a mysterious legend in a remote village that exists on the border between dreams and reality. They soon learn that the town serves as a gateway to fantastic realms, full of creatures, spirits and monsters. In order to solve the mystery of the town, and their past, the pair must journey through these worlds to uncover its secrets.

STORY OVERVIEW

Despite being a realist, Keats unhappily finds himself a journalist for a third rate occult magazine. One day Keats receives a phone call from a woman asking for his help.
Through the static Keats hears the word “Doolin”. Sensing something wrong, Keats rushes to the village, but the woman he believes to have called him, is found murdered. He stays on to find out more about this murder. Strange events follow that night, and he travels to the “Netherworld”.

Having lost her mother as a young child, Ellen is prone to dreaming and tends to look away from reality. Strangely, she spends her holidays actively searching England’s countryside for folk stories. She is not so good with people but seems to have a rapport with children and the elderly. One day Ellen receives a letter from the mother she lost as a child, the message proposing a meeting in Doolin. She finds herself in the village at the same time as Keats. Here they wander between “reality” and the 7 Netherworlds, in search of the end to their stories.

KEY FEATURES

Journey to seven incredibly vibrant realms, all uniquely designed and tailored to fit their distinct personalities.  From the ruins of the Undersea City to the never-ending maze of the Endless Corridor, each destination is different from the next.

Inspired by western fairy tales, players interact with or clash against a cast of over 100 originally designed creatures, characters and monsters.

Using the SIXAXIS™ wirelsess controller, the player must battle monsters and literally “shake” them into submission and “yank” their powers from them.  The absorbed powers will be used to capture or defeat the monsters that lie ahead.

Begin the game as either Keats or Ellen and learn their story and gameplay style. Keats uses traditional direct attacks while Ellen uses strategic methods to trap her enemies. Decisions made in one story line will directly impact the story path of the other.


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