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Baten Kaitos Coming This Fall

July 12, 2004, 10:37 am EDT
Total comments: 9

The beautiful card-RPG will be released in the U.S. this November.

NAMCO HOMETEK INC. TO BRING BATEN KAITOS TO NINTENDO GAMECUBE THIS FALL

An Intense and Innovative RPG Takes Players on an Epic Journey

San Jose, Ca., (July 12, 2004) – Leading video games publisher and developer Namco Hometek Inc. announced today that the highly anticipated, epic role-playing adventure Baten Kaitos: Eternal Wings and the Lost Ocean will be available for the U.S. market in November 2004. Available exclusively for the Nintendo GameCube entertainment system, Baten Kaitos takes players on an incredible voyage to unlock the mystery of the lost ocean.

Amidst a world in crisis, at a time where the mighty continent and the once-vast oceans are a mere legend, players take the role of a guardian spirit that advises and guides Kalas, the story’s hero, throughout his expedition. The story unfolds as Kalas meets up with an unlikely companion, Xelha, and the two embark on a quest to overcome a conspiracy for power that threatens to lead the world to its final destruction.

“The beautiful graphics, brilliant 3D character designs by Nakaba Higurashi and unique turn-based battle system sets Baten Kaitos apart from other games in the RPG genre,” said Rod Nakamoto, executive vice president of research and development at Namco Hometek Inc. “We’re looking forward to giving gamers the chance to experience the adventure first-hand when it hits the U.S. market this fall.”

Baten Kaitos features an intense and extraordinary “Magnus” card-based RPG battle and item system that allows players to capture the essence of certain objects, weapons and spells to reproduce them during combat, healing, solving puzzles and more. Additionally, the more than 1,000 types of “Magnus” cards can age through time: foods will ripen or rot and items will rust, gain or lose value with age. This fast-paced and intuitive battle system gives players a simplistic, yet in depth game play experience never before seen within the RPG genre.

Breathtaking graphics help illustrate the mystical nature of the game’s environments including a kingdom in the clouds protected by knights, a city of illusion that shifts between dimensions, a nation of rainbows protected by a magical shield and many other fantastic sub-worlds.

Talkback

WuTangTurtleJuly 12, 2004

I dunno i thought the E3 demo was pretty good. A rep was telling me all about how to strengthen your offense, use defense, and tactics with the card system. That being said I think the game could have added more depth, to me it seemed kinda simplistic.

I thought it was strange at first but the demo proves it can stand on its own. IMO it wasn't spectacular and was drowned out by a lot of other games i played but it was a postively good game i played at E3.

SylJuly 12, 2004

I'm highly interested in this game, The subtitle works very well from all the gameplay movies that i've seen, and though the combat looks slow. I really loved the way the card combo's looked together. Its also undeniable the game looks gourgeous, but I really just want to see how the combat works out.

Oh, and as i mentioned in another thread, "I'm a whore for floating continents and such"

Uncle Rich AiAiJuly 12, 2004

I'm looking forward to this game more than ToS. face-icon-small-happy.gif

Bill AurionJuly 12, 2004

I will eat you ALIVE...

NinGurl69 *hugglesJuly 12, 2004

Medli looks... HUNGRY.

Berto2KJuly 12, 2004

I've known this release date since April. The card system can be very deep. All depends on how deep you want it to be.

RadiostormJuly 12, 2004

I'm not going to pass judgement until I play it, but what is with everything being based on cards these days? Is it just another game developers fad, like monster-hunting games after Pokemon came out? I'm sick of it.

Uncle Rich AiAiJuly 12, 2004

Quote

Originally posted by: Bill
I will eat you ALIVE...

Looks like someone is jealous! face-icon-small-cool.gif

KDR_11kJuly 12, 2004

Radiostorm: Cards are more interactive than dice rolls. RPGs involve lots of dice rolls, why not involve cards, too? Dice rolls are used for completely random decisions, cards are dealt randomly but the player can still influence them. How about a game where instead of doing damage dice rolls you have cards that determine your roll instead? For example, if you needed a critical hit you could play the corresponding card... Cards are semi-random elements that change often but also can be used more or less efficiently. Can't blame failing on bad rolls that way...

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