April 3, 2008 - Opoona describes itself as a "lifestyle RPG." Like most marketing terms, it's a vapid locution that doesn't mean anything to consumers. Really, the game is a pretty traditional Japanese role-playing game for younger gamers. It lacks the depth and challenge of many of its peers, but the blooming adventurer will find a lot to like. Opoona looks nice, is charming, and is generally pleasant to play.

Players control the titular character, a rotund young boy in command of a powerful ball that eternally floats above his head. After a disaster befalls his family while on vacation, Opoona is separated from his kin and must make his way on his own in a new society. The "lifestyle" aspects of the game come from making friends and finding employment. Increasing your friends list and broadening your resume leads to new opportunities. But jobs are really just quests, and friends don't have a big affect on gameplay, so it's really not venturing into any new territory.

Visually, Opoona doesn't look half bad. The world of Landroll, where our hero crash lands, is colorful and cartoonish, with kind of a cel-shaded look. Lighting is uneven. At times it is impressive, such as when exploring indoor environments and hues are realistically reflected off our hero's bald head. But outside Opoona strolls through puddles of light beneath a canopy of trees and is unaffected by the shadows, as though he were in full sunlight.



Characters don't boast much animation, resulting in a rather robotic society. Opoona doesn't even have a turn animation, meaning he instantaneously does a 180 when you change direction. There also isn't any voice acting -- a disappointing flaw for a modern RPG. These may be nit picky remarks, but it's these details that sell a game's environment and personalities.