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Wii

Aragorn's Quest No Longer Wii Exclusive, To Be Released Fall

by Pedro Hernandez - March 11, 2010, 7:20 am EST
Total comments: 19

The once Wii-exclusive Lord of the Rings title will make an appearance on the PlayStation 3 and use the PlayStation Move.

Warner Bros. Interactive Entertainment announced that The Lord of the Rings: Aragorn's Quest will no longer be Wii exclusive. The motion-based title will also be making an appearance on the PlayStation 3, using the recently unveiled PlayStation Move motion controller. Aragorn's Quest will also see release on the PlayStation 2, the PlayStation Portable, and the DS.

Aragorn's Quest is an action/adventure game that takes places during the events of the Lord of the Rings trilogy. Some of the actors from the Peter Jackson films will reprise their roles in the videogame. Sean Astin will be voicing Samwise while John Rhys-Davies will voice Gimli. Exclusive to both the Wii and PS3 versions of the game is a family friendly two-player co-op mode featuring Gandalf.

Aragorn's Quest will be released fall 2010.

WARNER BROS. INTERACTIVE ENTERTAINMENT ANNOUNCES

THE LORD OF THE RINGS: ARAGORN’S QUEST VIDEOGAME FOR PLAYSTATION®3

SUPPORTING PLAYSTATION'S UPCOMING MOTION CONTROLLER TECHNOLOGY

WIELD ARAGORN’S SWORD ON PLAYSTATION 3, PLAYSTATION 2, PSP, Wii AND NINTENDO DS IN FALL 2010

Burbank, Calif. – March 10, 2010 – Warner Bros. Interactive Entertainment, The Saul Zaentz Company and New Line Productions, Inc. announce today that The Lord of the Rings: Aragorn's Quest videogame will launch on the PlayStation®3 computer entertainment system with full support for PlayStation's upcoming motion controller technology at the controller’s launch. This family-friendly action-adventure game, based on the films and literature of The Lord of the Rings trilogy, will ship in fall 2010 for the PlayStation 3 system, PlayStation®2 computer entertainment system, PSP® (PlayStation®Portable) system, Wii™ and Nintendo DS™ system.

In The Lord of the Rings: Aragorn's Quest videogame, players become the legendary hero Aragorn and relive his most daring battles from The Lord of the Rings trilogy. The action-packed sword, bow and horseback adventures will be enhanced for players of all ages through high-quality graphics and gameplay created especially for the PlayStation 3 system. Utilizing PlayStation's upcoming motion controller for precision through mastery, The Lord of the Rings: Aragorn's Quest videogame engages players with intuitive motion-control gameplay where every controller gesture instantly and accurately translates to weapon strikes in the game. Exclusively for the PlayStation 3 system and Wii, two-player motion controlled co-op gameplay featuring Gandalf allows kids, families and friends to battle side-by-side in the heart of the action.

The Lord of the Rings: Aragorn's Quest videogame will feature the voice talents of actor Sean Astin (Rudy, The Goonies, The Lord of the Rings Trilogy) and actor and vocal artist John Rhys-Davies (Indiana Jones, The Lord of the Rings Trilogy). Both Astin and Rhys-Davies will reprise their on-screen roles of Samwise Gamgee and Gimli. The game also showcases original in-game music tracks along with music from The Lord of the Rings film scores created by composer Howard Shore.

The release of The Lord of the Rings: Aragorn's Quest videogame will be preceded by two highly anticipated The Lord of the Rings home entertainment offerings as well as collectible merchandise. Warner Home Video will launch Peter Jackson’s The Lord of the Rings trilogy on Blu-ray Disc April 6, 2010 as The Lord of the Rings: The Motion Picture Trilogy. The set will also be available day and date on Video on Demand from cable and satellite providers. The literal adaptation of J.R.R. Tolkien’s classic fantasy trilogy, The Lord of the Rings Animated Version will be released in an all-new Deluxe Edition on Blu-ray Disc for the first time on April 13, 2010.

Warner Bros. Consumer Products has teamed up with top licensees Games Workshop Ltd., Tonner Doll Company, Inc., Sideshow Collectibles, The Noble Collection, WETA, Pez Candy, Funko, LLC, Bioworld Merchandising Inc. and WMS Gaming to create an array of merchandise supporting The Lord of the Rings Trilogy, including apparel and accessories, novelties and collectibles, stationery and paper goods, toys and games.

The Lord of the Rings: Aragorn's Quest is developed for Wii by Headstrong Games and for the PlayStation 3 system, PlayStation 2 system, PSP system and Nintendo DS by TT Fusion. For more information visit www.aragornsquest.com.

Talkback

SarailMarch 11, 2010

And it begins.

:)  So so SO glad to see this happen.  Time to step up your game, Nintendo.  May want to go ahead and make mention of a new console with higher specs at E3 this year after all. ;)

BlackNMild2k1March 11, 2010

UP PORTS!! UP PORTS!! UP PORTS!! UP PORTS!!

Move over Wii (c wut I did ther) there is a new player in town.

broodwarsMarch 11, 2010

Considering this title is explicitly being made for kids, are there really that many children out there who own a PS3 and would be interested in this game?  The PS2, PSP, and DS versions make sense, though.

BlackNMild2k1March 11, 2010

Kid who owns PS3 that is gonna convince their parent to Move so he can play this game on PS3 instead of Move.....?

For Wii - $50

For PS3 - $100(Move) + $30(SubCon) + $60(Game)

That's a big initial investment.

NinGurl69 *hugglesMarch 11, 2010

Good to know Headstrong isn't wasting their time with the up-ports.

I expected this game a lot sooner (last holiday, actually), which gives me hope that Headstrong has improved it a lot... though the new trailer on Nintendo Channel didn't look much better than the E3 demo. The art style is okay, but the color palette is so bland. Notice that the environments are all one color and maybe one other shade of that same color.

I am a lot more excited about whatever Headstrong is doing after this, or in parallel. Geometry Wars Galaxies 2, please!

If I recall correctly from some preview somewhere, they've changed it a lot since E3. I know in the co-op you used to play as an omnipresent Gandalf who wouldn't be on screen. Now, he's always around on screen.

Ian SaneMarch 11, 2010

It's a nothing title in my view but, hey, Sony just stole an exclusive from Nintendo.  And up-porting is way easier than down-porting.  With up-porting you just have to improve the graphic models.  But in down-porting all sorts of stuff you took for granted in the original design like the amount of characters on screen and the size of an open area might not work.

Bringing the NES Mario games to the SNES in Super Mario All-Stars was no problem but imagine trying to get Super Mario World to work on an NES.  All those rotating platforms, big sprite enemies like Bonzai Bill or Big Boo, Yoshi - you've have to axe those and that would change the game design tons.  This is why we get spin-offs instead of the real game.

NinGurl69 *hugglesMarch 11, 2010

You haven't played any of the real games that do exist, so hold your horses.

BlackNMild2k1March 11, 2010

Ian, the Wii and the HD systems aren't that different.
The overall design of the game doesn't have the change, just the level of detail.
If devs weren't being so lazy they could do just about any game they've done on the HD systems on the Wii, it just wouldn't look as pretty(but it might control better).

PeachylalaMarch 11, 2010

Laziness = popularity

Busted popularity = hilarity + bankruptcy(?)

ShyGuyMarch 12, 2010

Oh noes, they stealed the excuse-ive.

I hope this acceptance of waggle leads to more games on the Wii. Watch me be disappointed.

ThePermMarch 12, 2010

Ian, it really depends on what engine your up-porting or down-porting. Its much easier to start from a high resolution model and simplify the geometry than it is to make low geometry and make it higher. At that point its easier to just make new higher geometry from scratch.

Chozo GhostMarch 13, 2010

Quote from: Ian

Bringing the NES Mario games to the SNES in Super Mario All-Stars was no problem but imagine trying to get Super Mario World to work on an NES.  All those rotating platforms, big sprite enemies like Bonzai Bill or Big Boo, Yoshi - you've have to axe those and that would change the game design tons.  This is why we get spin-offs instead of the real game.

But the leap from the NES era to the SNES was bigger and more substantial than the leap from the last generation to the current one. Plus the Wii is still an improvement over last gen, so its not entirely a last gen system.

I think a better analogy would be taking a game like SM64 and then trying to downport it to the PS1. I think that more accurately represents the situation here. SM64 would have required significant retooling to work on the PS1, but it could have been done. Getting SM64 to run on the SNES would have been out of the question, however.

PeachylalaMarch 13, 2010

Quote:

Getting SM64 to run on the SNES would have been out of the question, however.

What is ironic is that SM64 did begin it's life on the SNES as a Super FX 2 game, but that was (thankfully) shit-canned.

Quote:

I think that more accurately represents the situation here. SM64 wouldhave required significant retooling to work on the PS1, but it couldhave been done.

Not just a significant amount, but a massive amount. Some of the best looking PS1 games (Brave Fencer Musashi being my favorite) suffer from pixelated graininess in their graphical engines. While the platforming would somehow work (post-Sony stealing analog from Nintendo hur hur), the graphical engine would not work for it.

NinGurl69 *hugglesMarch 13, 2010

PS1 polygons exhibit a strange behavior where they just CAN'T STAY STILL.

"Try the shakes."
--MJF

BlackNMild2k1March 13, 2010

Quote from: NinGurl69

PS1 polygons exhibit a strange behavior where they just CAN'T STAY STILL.

"Try the shakes." --MJF

....

StratosMarch 13, 2010

Quote from: Peachylala

Quote:

Getting SM64 to run on the SNES would have been out of the question, however.

What is ironic is that SM64 did begin it's life on the SNES as a Super FX 2 game, but that was (thankfully) shit-canned.

Quote:

I think that more accurately represents the situation here. SM64 wouldhave required significant retooling to work on the PS1, but it couldhave been done.

Not just a significant amount, but a massive amount. Some of the best looking PS1 games (Brave Fencer Musashi being my favorite) suffer from pixelated graininess in their graphical engines. While the platforming would somehow work (post-Sony stealing analog from Nintendo hur hur), the graphical engine would not work for it.

I'd say a Super FX 2.0 chip developed SM64 would be easier on the eyes than most PS1 games. Many 3D PS1 titles are simply unplayable for me because of the level of pixilated mess. It's one of the reasons I hate how DS RPGs try and insert FMV in them because the switch back to the in-game engine is nasty as can be.

On the matter of this game, I was always curious about how it would turn out and did consider buying it if it was a good enough zelda/gauntlet clone. I assumed the delays were a bad sign but if they really have been making it a better game then hopefully it makes it a better sell.

Quote from: Jonnyboy117

I am a lot more excited about whatever Headstrong is doing after this, or in parallel. Geometry Wars Galaxies 2, please!

I'm still surprised nothing Geometry Wars related has released on WiiWare or even DSiWare. I loved Geometry Wars Galaxies and was probably one of the few people who liked playing with the WiiMote/IR control scheme.

Chozo GhostMarch 13, 2010

Quote from: NinGurl69

PS1 polygons exhibit a strange behavior where they just CAN'T STAY STILL.

"Try the shakes."
--MJF

Sounds like that animated show "Dr. Katz"

http://en.wikipedia.org/wiki/Dr._Katz

For some reason his pixels just can't keep still either.

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