Altus acquired the rights for the North American version

Sep 6, 2006 10:36 GMT  ·  By

US publishers have long ago understood the financial potential of game porting; especially from the outlandish Japanese market that always seems to have a different set of gaming values. Adaptation is cheap and revenues are great, thus Altus recently announced yet another deal for the North American rights to a Japanese hit, namely Etrian Odyssey for Nintendo DS. Formerly known as Yggdrasil Labyrinth, the ex-Sekaiju no Meikyuu title is an innovative RPG scheduled for release in early 2007. The title lined up a powerful development team, being directed by Kazuya Niinou (Trauma Center: Under the Knife), with story design by Shigeo Komori (Shin Megami Tensei: Devil Summoner) and sound design courtesy of Yuzo Koshiro (Actraiser, Streets of Rage).

"This game revitalizes the classic spirit of exploration and adventure for a new platform and a new audience," confined Etrian Odyssey project leader Nich Maragos. "The hand-drawn map feature along with the lush graphics will make gamers want to get lost in the striking forest world of Etria."

As the story goes, the small village of Etria became famous for the startling discovery of the labyrinth. One day, the ground split open near the edge of the forest and adventurers have ever since tried their luck in the bowels of the earth, hunting riches, fame and glory. Often enough, death was their only companion as few were those to return and tell the tale. One day, it is your character's turn to walk through the town gates, ready to make a name for himself as a young and driven youth.

Nine character classes will ensure a variety of gameplay options, in up to 20 spots for playing characters. Combat is turn based and involves a good deal of tactical preparation, complemented by more than 20 battle skills to teach your party of five. Developers promise warm, inviting, forest environments rendered in an original 3D engine. The game features map creation abilities, with help from the Touch Screen technology. One can plot the player's progress through the labyrinth, by drawing walls and placing icons to note special events, along with doors, treasure chests, stairs, pits, and landmarks.