Folklore (also known as FolksSoul in Japan, but that is just one name out of four it went through before release) was first shown at E3 2006. We saw a beautiful girl who arched her back with a flash and then her entire wardrobe changed in an instant. We got the vibe that it was an RPG-like title, but really no solid details to chew on, or even a confirmation of a release for the United States. Fast forward to today and we find that Folklore is about to hit shelves. Before we get into the mechanics of how the game has developed over the last year, let

The team at Game Republic have really busted their tail to bring the village of Doolin and the land of the Netherworld to life. Like any good RPG, the game starts off with some incredible cutscenes to set up the rest of the game. While the characters do occasionally look somewhat plastic, the level of detail is phenomenal. When the gameplay actually begins you

Folklore fits in the space between an action title and an adventure title, and as such the right blend of combat music and gentle exploration music is a must. To that end, Game Republic brings a beautiful and robust orchestral soundtrack to the game, which filled my room with its excellent use of surround sound. While the vast majority of the story is told via text and the comic book style panes, you

Recent pushes into the flight simulator world using SIXAXIS have been hit or miss, but it seems that many developers are having greater success using the tilt functionality in adventure titles. Folklore is no exception to this as it blends a little bit of motion control into an already solid control scheme. You

When the game begins, you

It is hard to judge the replay value of a linear game, but there is no doubt that there is plenty to collect in Folklore. With 100 monsters in the game, and a possibility of more via download packs, you