New Sadness details on Wii

Revo-europe reports that the Polish Nibris exclusive Wii gothic horror game is now under development at multiple studios. Sadness is not going to have any Menu, as it promises to be completely intuitive. Due Q4 2007.

The developers outside of Nibris are: Frontline Studios will be responsible for programming, a team of 30 people with large experience in Nintendo platforms. Digital Amigos will take care for the visual side of the game; it is a company specialised in graphics of games (like Painkiller) and movies. Also, many psychologists and creators of horrors were invited to the making of the game. Teaser here:
Below you can read the press release with werewolves info:

Appearance:
Usually born as normal people; until full adolescence there are no differences between them and children fortunate enough to be born humans. Only at certain age, at full moon, they gain their dangerous identity. They still move on two legs but look like a cross-breed of a human and a wolf. The whole body is covered with wolf’s hair, the head changes into wolf’s face, instead of arms they have paws with claws. The next day they return to their human identity not remembering anything from the night’s events; during the transformation they lose human consciousness and behave like hungry wolves. It can be explained by the fact hat a sudden increase in body build demands large amounts of food, and the werewolf, according to its instinct, tears apart into pieces everything which can serve as a source of proteins. All werewolves stem from an ancient tribe of Neur, which were already described by a Roman chronicler Herodot. This tribe used to change into wolves every day but it happened more rarely once they started to mix with other tribes and people.

Behaviour:
These monsters behave similarly to hungry wolves. They attack suddenly and their sole purpose is finding food, therefore they attack not only people but also animals. When they have no choice they just attack the closest victim. Usually, however, they come back to their homes and stat with their families. The next day, such person can even look for alleged murderers of their parents, and when a werewolf gets to know the truth it usually commits a suicide.

Level of danger:
One should not forget that werewolves are not monsters just by a mere affection for evil. Simply a sudden body build makes them need a lot of food. They want nothing but satisfy their hunger. The danger of meeting a hungry wolf is obvious. A werewolf is just more dangerous because it is bigger and more hungry.

Defeating tactics:
A recognised means of defeating a werewolf is a silver ball; just as vampires are afraid of Bible verses and garlic. Moreover, one do not have to cut off a head of a killed werewolf because they do not have the power of revival.

Likho, liho (Russian: Лихо, Belarusian: лі́ха, Polish: licho) is an embodiment of evil fate and misfortune in Slavic mythology, a creature with one eye, usually depicted as an old person.

Nibris gave examples of games which had influence on the concept design of Sadness. Eternal Darkness, Silent Hill, Resident Evil, Planetscape: Torment, ICO, Phantasmagoria.

No word on the rumoured big publisher that they are talking to, but with all the extra development studios is should be announced soon.