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Opoona

Opoona is a developed by and published by for the Nintendo Wii. Released in on November 1, 2007, in on March 25, 2008, and in on September 12, 2008, the game centers on a young boy named Opoona, a descendant of the Cosmo Guards—elite warriors who maintain peace across the galaxy using a mystical power known as the Holy Force. While on a family vacation, Opoona's crashes on the planet Landroll due to a mysterious accident, separating him from his siblings and leaving his parents hospitalized; he must then adapt to life on this unfamiliar world by finding employment, forging relationships, and obtaining a travel license to search for his family. The gameplay emphasizes exploration and daily life in a whimsical, cartoonish universe, where players control Opoona using only the Nunchuk for navigation, interactions, and real-time combat involving "Energy BonBons" as projectiles. Players can take on various jobs such as delivery worker or to earn and , build friendships with quirky inhabitants, and through a that blends personal growth with intrigue, all set to a composed by renowned Hitoshi . Developed by the team behind several titles, Opoona innovates on traditional elements by prioritizing management and over linear quests. Upon release, Opoona received mixed reviews from critics, earning a Metascore of 65 out of 100 based on 33 reviews, with praise for its charming and unique but criticism for clunky controls and a simplistic story. User reception has been more positive, with an average score of 8.0 out of 10 from eight ratings, often highlighting it as an underrated gem for owners seeking a relaxed experience. Despite its innovative approach, the game struggled commercially, partly due to its launch timing in alongside major titles like .

Development and Publication

Development

Opoona was developed by the Japanese studio , a team renowned for their work on multiple titles, with serving as the publisher. Key personnel included planning director Sachiko Sugimura, who handled scenario and game design, drawing from her prior experience on projects, and composer of Basiscape, responsible for the game's orchestral soundtrack. The game was initially revealed in March 2007, with early previews highlighting its innovative control scheme designed exclusively for the Nunchuk, allowing one-handed operation without requiring the . This approach aimed to create an accessible, intuitive experience tailored to the Wii's hardware, emphasizing relaxed gameplay over complex inputs. ArtePiazza drew inspirations from both traditional JRPG structures and lifestyle simulation elements, positioning Opoona as a "lifestyle RPG" that blended adventure with everyday social interactions. Sugimura specifically sought to incorporate themes, portraying relationships and personal growth as central to the narrative, with an emphasis on how "every single person means something" in a communal world, fostering a sense of hope through familial bonds and role models. The visual design, led by Shintaro Majima, was influenced by and industrial aesthetics to evoke a clean, futuristic yet approachable environment. Development faced challenges in adapting the combat system to motion controls, particularly in balancing the Nunchuk-based throwing mechanics with engaging JRPG battles, while integrating a job system that allowed players to acquire licenses for roles like rescuer or idol to progress. The team also navigated the risk of prioritizing socialization and exploration over intense action, which could diverge from conventional expectations.

Release and Distribution

Opoona was initially released in on November 1, 2007, by publisher for the Nintendo Wii. The game launched in on March 25, 2008, also under Koei's publishing, marking its debut in Western markets. In , the release was originally scheduled for July 25, 2008, but was postponed to September 12, 2008, primarily due to the need for additional language translations. followed shortly after with a launch on September 25, 2008. Koei, which later merged to form Koei Tecmo, managed the global publishing and distribution for all regions. The game's initial marketing campaigns highlighted its whimsical fantasy elements, blending contemporary design with a cartoon-like aesthetic to position it as an accessible family adventure suitable for players of various ages. Opoona remains exclusive to the Nintendo , with no ports, remakes, or re-releases announced or available as of November 2025.

World and Story

Setting

Opoona is set on the planet Landroll, a once-thriving world transformed into a post-apocalyptic by the catastrophic impact of a massive composed of crystallized . This event caused a gravitational shift that locked the planet in tidal synchronization with its sun, resulting in half of Landroll becoming the barren , where vegetation and most lifeforms perished due to extreme heat and harsh conditions. The surviving half features diverse biomes, including wild lands teeming with mutated creatures known as Rogues, which emerged from the meteorite's influence. To shield its inhabitants from the toxic environment and threats, human societies constructed expansive glass-domed cities that preserve habitable zones amid the ruins. These urban centers reflect advanced technological remnants from the pre-impact era, such as automated systems and research facilities dedicated to studying the meteorite's anomalies. Overarching this divided world is , a massive positioned above the northern pole, which remained untouched by the disaster and serves as a central safe hub for , , and refuge. The setting incorporates sci-fi elements central to interplanetary travel, with spaceships facilitating movement between Landroll and distant worlds like the protagonist's home planet, Tizia. Cosmo Guards, elite warrior protectors wielding mystical Holy Force energy, patrol these realms to combat cosmic threats and maintain order. Environmental themes of and permeate the world-building, highlighting humanity's resilience through dome-based societies that blend , , and efforts in the face of irreversible planetary damage. These environments integrate seamlessly with exploration mechanics, allowing traversal across domes, wild areas, and elevated structures.

Plot Summary

Opoona, a young Tizian and descendant of the Cosmo Guards—elite warriors dedicated to maintaining universal peace—embarks on a family vacation aboard their to the planet Landroll. En route, a mysterious incident causes the vessel to crash-land, separating Opoona from his siblings, Copoona and Poleena, while his parents, Mameena and Dadeena, are left hospitalized in a . Stranded on Landroll, Opoona must adapt to life among its inhabitants by enrolling in the Starhouse academy, where he trains and qualifies as a due to his youth preventing him from joining the Guards like his parents. As a , he takes on various jobs—ranging from combating rogue monsters to environmental tasks like and —to earn Matia crystals, which serve both as currency and a means to heal his family. Throughout his journey, Opoona builds alliances with locals, integrates into society, and gradually uncovers a larger threat to Landroll posed by a dark force originating from an ancient meteor, all while searching for his lost siblings. The narrative unfolds in major acts beginning with Opoona's initial survival in the wilderness after the , followed by his acquisition of and social connections in the city of Belleview. These efforts lead to deeper involvement in planetary affairs, culminating in revelations about the true nature of the that scattered his . Central themes include the strength of familial bonds, Opoona's personal growth through and , with the environment via sustainable jobs, and the broader pursuit of peace upheld by the Cosmo Guards.

Characters

Opoona, the titular , is a young boy from the planet Tizia and a descendant of the Cosmo Guards, an elite group of galactic warriors who wield the Holy Force to protect the . As the eldest sibling in his , he exhibits a carefree and adventurous personality, reflecting his playful yet determined nature during his quest to reunite with his separated following a spaceship crash on the planet Landroll. His design features a whimsical, Playmobil-esque form with an orange —a spherical energy orb—hovering above his bulbous, cartoon-like head, emphasizing his innocent and heroic archetype. Poleena serves as Opoona's younger sister, offering emotional support and guidance throughout their shared ordeals on Landroll. She possesses a fiery and proactive personality, balancing magical abilities with combat skills, and demonstrates a unique affinity for communicating with spirits, which aids in uncovering hidden aspects of the story. Visually, Poleena has a lemon-yellow Energy Bonbon above her rounded, toy-like head, contributing to the game's diverse and endearing character aesthetics that highlight familial bonds and youthful resilience. Copoona, Opoona's little brother, contributes to the adventurous elements of the narrative as a sweet and caring healer who relies on magical support in conflicts. His calm and friendly demeanor makes him popular among Landroll's inhabitants, fostering alliances that assist the siblings in their journey. Like his siblings, Copoona sports a grape-colored atop his bulbous, cartoonish frame, underscoring the family's shared Tizian heritage and whimsical design style. Aizel functions as a mentor figure, particularly influencing Copoona's path, though his guidance reveals duplicitous undertones tied to larger conspiracies on Landroll. As Master Aizel, he plays a pivotal role in the antagonistic forces, manipulating events from behind the scenes while initially appearing as an advisor. Chaika emerges as a key ally in unraveling the central conspiracy, serving as a young Landroll , inventive engineer, and corporate executive who multitasks across multiple roles. Her friendly and chipper personality, combined with fierce combat prowess, makes her a reliable , especially in her close friendship with Poleena, which strengthens the group's dynamics against threats. Chaika's design aligns with the game's cartoon-like aesthetic, featuring a blue Energy Bonbon that complements her innovative and supportive character arc.

Gameplay Mechanics

Combat System

The combat in Opoona revolves around the Active Bon-Bon Battle System, an active-time battle mechanic where players control floating Energy Bon-Bons to engage enemies in dynamic battles. These Bon-Bons serve as the primary tools for attacks, defenses, and special abilities, allowing players to hurl projectiles at varying angles and speeds to exploit enemy weaknesses. Unlike traditional turn-based systems, battles feature continuous enemy actions with the player acting upon filling their energy meter, emphasizing quick reflexes and spatial awareness. Motion controls are integral, primarily using the Wii Nunchuk's analog stick to aim and charge Bon-Bon trajectories—tilting the stick determines the arc (such as downward for high bounces or sideways for curves), while holding it builds power before release. This setup supports both offensive strikes and defensive maneuvers, like intercepting incoming attacks, though alternative inputs via the Wiimote or Classic Controller are available for accessibility. Job licenses influence combat styles, with the Ranger license supporting combat-related tasks that can improve overall skills and access, while other roles like Rescuer provide healing abilities. Enemies encountered in the —barren wilderness areas—and dungeons include diverse Rogues such as agile Jellies that dodge linear shots or durable Golems requiring charged, arcing assaults. Resource management centers on the Energy Meter, which fills over time to a maximum of 100, enabling the player to act before resetting, requiring strategic timing of actions to avoid vulnerability; items like health restoratives can be deployed mid-battle via menus without pausing. The system balances action-oriented play with strategic elements, such as selecting spells (offensive or defensive abilities gained through leveling) to complement Bon-Bon attacks, all within a strict two-minute time limit per encounter due to the physiological limits of Tizians in controlling their Bon-Bons using the Holy . This design rewards predictive aiming and energy conservation over rote button-mashing, creating tense, skill-based fights without relying on conventional turns.

Exploration and Progression

Opoona's exploration emphasizes traversal across the planet Landroll using one-handed controls via the Nunchuk, where the handles movement and the C button facilitates interactions with the environment and NPCs. The serves as an optional alternative for menu navigation and basic actions, allowing players to roam without dual-hand input. This setup supports seamless navigation through connected domes and outdoor wastelands, such as the Blue Desert, where players use tools like the for faster travel and skypods to link major areas like Tokione and Lifeborn. Central to progression is the job license system, where players acquire licenses for roles such as , attendant, or by completing specific tasks, unlocking access to new areas, skills, and currency known as matia. For instance, the attendant license involves serving customers at eateries or fashion stores, while the license requires exploration-based feats like collecting items in wild areas. Licenses rank up from trainee to higher stars through repeated task fulfillment, gradually expanding Opoona's capabilities and story advancement without relying solely on combat. The game's semi-open world encourages discovery across urban domes and barren wastelands, with environmental interactions like minigames or sweeping debris integrated into puzzles that involve elevators for in structures such as Tokione's Starhouse. Hidden elements, including secret codes on walls that shift from pink to blue once uncovered, reward thorough scouting for items and shortcuts. No loading screens between rooms enhance the fluidity of movement, though fixed paths in outdoor zones limit free camera rotation outside safe areas. Character advancement blends traditional leveling—gained via job tasks and exploration—with "lifestyle RPG" features, including side quests that build relationships through gifts and dialogues to raise friendship levels up to eight with NPCs. Examples include retrieving lost items like a gold belt for Debia in Artiela or delivering packages across domes, which boost stats such as power or fame and fund recovery efforts for Opoona's family. This system prioritizes adaptive growth, where earning currency and alliances via everyday jobs like farming or directly influences access to further content.

Audio and Visual Design

Soundtrack

The soundtrack of Opoona was primarily composed by Hitoshi Sakimoto in collaboration with the Basiscape team, including Masaharu Iwata, Manabu Namiki, Kimihiro Abe, Noriyuki Kamikura, and Mitsuhiro Kaneda. Sakimoto, celebrated for his orchestral and ambient compositions in JRPGs like Final Fantasy XII and Valkyria Chronicles, employs a fusion of symphonic orchestration and electronic elements to convey wonder and melancholy, aligning with the game's narrative of loss and discovery. This approach results in a distinctive atmospheric soundscape that underscores the protagonist's journey across diverse planetary environments. The full () comprises 62 tracks spread across three CDs, with a total runtime of approximately 3 hours and 34 minutes, and was released by Basiscape on December 22, 2010. Standout tracks include the recurring "Main Theme," a poignant orchestral piece that serves as the emotional core of the score and appears in various arrangements to tie narrative moments together. For exploration in urban settings like the city of Tokione, relaxing ambient themes such as "At Tokione" feature subtle electronic layers and gentle melodies to foster a sense of everyday wonder. In contrast, tense motifs accompany hazardous areas like the , with tracks like "Dark Force" utilizing brooding strings and percussive builds to heighten suspense and isolation. Emotional family moments are elevated by heartfelt pieces, including "Rosa," which blends piano and orchestral swells for a tear-jerking intimacy reflective of the story's personal stakes. Combat sequences feature dynamic shifts to energetic themes, such as "Warriors of Tizia" and "Partizans," where heroic brass and rhythmic drive intensify action while incorporating motifs from the main theme for continuity. These musical transitions enhance gameplay immersion, seamlessly bridging serene exploration with sudden confrontations.

Art Style and Graphics

Opoona features cartoon-like, bulbous designs characterized by whimsical, rounded and smooth, colorful models that evoke a sense of playfulness and innocence. The protagonists, such as the siblings Opoona and Copoona, exhibit Playmobil-esque proportions with exaggerated, childlike features, while designs draw from and inspirations, often appearing blocky and tubular to contrast the world. These elements were crafted under Shintaro Majima, who drew from his interest in and to create a visually clean and innovative style suited to the Wii's capabilities. The game's environments employ vibrant, colorful palettes that highlight the contrast between the enclosed, lush glass domes protecting futuristic cities and the barren, uninhabitable outside, fostering themes of and post-apocalyptic beauty. Cityscapes within the domes showcase detailed modern architectural influences, including expansive urban layouts with animated backgrounds of towering structures and like sparkling and sapphire dunes. Graphics utilize a toned-down cel-shading with bold outlining and minimal hard shadows, enhancing the hand-drawn, non-photorealistic feel while incorporating particle effects in battle sequences for dynamic visual feedback, such as equipment manifestations resembling flames or UFOs. Despite the Wii's hardware constraints, the art direction prioritizes smooth, fluid animations to support motion controls, including motion-captured movements for human characters and cartoony, personality-driven motions for rogues during and . The floating island, unaffected by the planetary destruction, is rendered with ethereal, detailed visuals that emphasize openness and wonder, complementing the overall emphasis on a glossy, futuristic aesthetic. This approach ensures immersive traversal through diverse biomes, from verdant outdoor areas to intricate indoor galleries, without exceeding the console's graphical limits.

Reception and Legacy

Critical Reception

Opoona received mixed reviews upon its release, with critics appreciating its whimsical charm and innovative elements while critiquing its execution in core gameplay mechanics. The game holds a aggregate score of 65/100 based on 33 critic reviews, indicating mixed or average reception. In , awarded it a score of 31 out of 40, praising its cute characters and overall appeal to a younger audience. Critics frequently highlighted the game's unique one-handed controls and the novel Energy Bonbon battle system, which uses motion controls to launch projectile-like attacks in a circular arena, as a refreshing departure from traditional . The relaxing atmosphere, fostered by its sci-fi setting of domed colonies and a laid-back involving jobs and social interactions, was also commended for providing a soothing, endearing suitable for casual players. Charming cel-shaded art, featuring distinctive character designs reminiscent of children's toys and expressive animations, contributed to its visual appeal, often described as gorgeous and heartfelt. Innovative elements, such as earning licenses for part-time jobs and building relationships in a merit-based alien society, were noted for adding depth to the progression beyond standard tropes. However, several reviewers pointed to clunky mechanics, including frequent random encounters that disrupted and led to frantic, time-limited battles feeling repetitive after extended play. Progression was criticized as slow and aimless, with , shallow , and unhelpful tools like the in-game GPS exacerbating tedium. inaccuracies, particularly in precise aiming during or maneuvering in complex indoor environments, were common complaints that hindered enjoyment. Some outlets observed that Opoona struggled to stand out amid high-profile Wii contemporaries like , which overshadowed its more niche, experimental approach. IGN rated the game 6.8 out of 10, calling it "charming and generally pleasant to play" for its visuals and battle system but faulting excessive wandering that killed pacing. gave it a 6.5 out of 10, praising the lively characters and distinctive bonbon battles while lamenting the aimless wandering and minor annoyances that undermined its potential. Japanese outlets like emphasized its cultural appeal through cute, accessible design elements that resonated with domestic audiences seeking lighthearted RPGs.

Commercial Performance

Opoona experienced low commercial success worldwide, with estimated global sales totaling approximately 100,000 units. This underperformance was largely attributed to its release timing, particularly in where it launched on November 1, 2007, the same day as Nintendo's blockbuster , overshadowing third-party titles amid a crowded launch window. Sales varied by region, with the strongest performance in at around 80,000 units, reflecting some initial domestic interest in its quirky JRPG elements. In contrast, saw only about 10,000 units sold, while recorded negligible figures, likely due to the game's niche appeal in Western markets, where its unconventional "lifestyle RPG" mechanics and whimsical art style failed to resonate with the broader casual audience. "Other" regions accounted for the remaining 10,000 units. As of 2025, Opoona has seen no re-releases, remasters, or digital ports, confining its availability to physical copies traded on second-hand markets such as and Renewed listings.

Cultural Impact

Opoona has cultivated a dedicated among retro gaming enthusiasts, who regard it as an underrated gem due to its innovative lifestyle mechanics and charming sci-fi narrative, despite middling upon release. The game's relaxing pace, emphasizing exploration, job-taking, and social adaptation over intense combat, has endeared it to players seeking low-pressure experiences in the Wii library. Its distinctive cel-shaded visual style evokes a whimsical, optimistic early-2000s aesthetic that stands out in retrospective analyses. The original soundtrack, composed by the studio Basiscape, remains a highlight, featuring quirky orchestral and peppy tracks that perfectly complement the game's serene and exploratory tone, often cited as its most memorable element. In November 2017, coinciding with the game's 10th , director Sachiko Sugimura teased a "wonderful announcement" via , fueling fan speculation about a possible or , though no further developments emerged. Opoona's structure as a "lifestyle RPG"—focusing on integration into alien societies through non-violent means—has drawn comparisons to simulation titles like Animal Crossing, reimagined in a sci-fi framework, positioning it as an early example of adaptive, player-driven progression in the genre. As of 2025, no official , , or has been released, limiting accessibility to original hardware or setups. Fans have addressed localization shortcomings with a community-developed re-localization , which corrects , syntax, and issues in the English version to enhance readability while preserving the original intent. The game continues to appear in curated lists of hidden gems, underscoring its lasting, if obscure, appeal to collectors and retro enthusiasts.

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