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Okami

 
 
Spatula Clarke
17:10 / 12.10.06




So, this is Okami. Been wanting this for a good few months. Started playing the US version a couple of nights ago.

You're Amateresu - Japanese sun god inhabiting the statue of a legendary wolf. Said wolf once helped a brave man defeat the demon Orochi and was immortalised in stone by a grateful townspeople. A hundred years later, human greed leads to Orochi finding a path back into the human world and destroying all that's good and pure - nature, basically. Amateresu is summonsed by a spirit of nature and sets about restoring the world to its previous beauty.

Looks: wonderful. The concept of creating a three-dimensional world that looks like a Japanese watercolour is pulled off flawlessly. You can see the grain of teh paper underneath everything. Outlines change thickness in a way that suggests that they've been painted on with a brush and constist of ink, not pixels. The animation adds to the swish and flow of it all - graceful, smooth and fluid.

Little touches all ove the place. When you look at reflections in water, they thin out the futher they go, as though a wash of actual water has been applied to them. Wind is shown as swirls that spiral onto the screen like they're being painted on in real-time, then float off again.

Sound is a perfect match. If you've played Otogi you'll recognise the style, although it's more rural here. Mythological Japan, right in yr living room.

It plays a lot like a modern Zelda - there's an overworld field, towns dotted around, dungeons. People in the towns offer sub-quests or minigames. Lots of different collectables and a lite RPG styling that sees you spending points gained in battle or given for performing acts of godhood on increasing your health bar, special move bar and so on. New moves and weapons are gained as you play, providing he opportunity to return to previously explored areas and get to the parts of them that were out of bounds when you were less powerful.

In terms of character design, too, it's a Zelda game. The humans look like they've been designed by the same team as did the characters for Majora's Mask and Wind Waker. And the script has the magical Nintendo touch - it's light, amusing and touching, yet still manages to become convincingly grand and epic when it needs to.

It even has an analogue of Zelda's Navi in the form of tiny artist bug Issun, who points out important things in the world, offers hints and tips as and when you need them and provides a chunk of the game's humour.

Where it differs from Zelda is in the unique aspect of its control scheme - the paintbrush. Pressing R1 at any point in the game turns everything on the screen at the time into a flat sepia image - all depth is removed and the thick painted lines are replaced by thos of a light sketch. Holding R1 down, the left analogue stick now controls a paintbrush which you use to paint directly onto the flattened world.

The first use for this is in solving puzzles. No sun in the sky? Paint it in. Broken waterwheel? Draw it. Large boulder directly blocking your path? Slash the paint across it to slice it in half.

The second use is in combat. Amatersu gains new moves and weapons as she progresses through the game which are used in real-time combat. The first move you get is a simple homing attack. Once you've done enough damage to an enemy, its colour drains and it becomes sepia toned. This is where you want to use the brush again - flatten the world and use the brush to damage the prone enemy's weak spot.

There are lots of other uses for the brush, naturally - more than just drawing circles or straight lines. I've only played a couple of hours so far, though, so haven't encountered many of them personally.

It really is a lovely game. Charming, beautiful. The paintbrush makes it so much more than just a Zelda clone and the spectacular visual style makes it a unique experience. Going to wholeheartedly recommend it, based on what little I've played to date.

In related news, I am deeply fucked off at the shock news that Capcom have, just today, announced the closure of Clover - the studio responsible for this game, as well as Viewtiful Joe and God Hand. reading the press release, it looks like they've made the decision to try and cut costs - Clover don't use generic game engines, Capcom want their developers to use generic game engines in order to slice the cost of next gen development. This is bullshit - VJ and Okami wouldn't be half the games that they are if they didn't look as different and special as they do. Rumours that the Clover team are now looking to set up their own independent studio sugar the pill a little, but it's still complete bollocks. I've been praising Capcom from the rooftops for the way they've been supporting this kind of innovation and Clover was a very young studio. It just stinks. More reason to pick this up and enjoy a game of real vision while you still can.
 
 
netbanshee
17:32 / 12.10.06
I've been playing the hell out of this game and it's nothing short of magical. I finished it about 2 nights ago and have been looking for the time to write a comprehensive post about it. One thing I want to mention in the meantime... it's got one other element that's similar to the Zelda series... playtime. I put in over 50hrs of play into this game and I've gone back for another round to get what I might have missed. Be prepared to spend some time on this title.

After my work shift I'll stop by and post some other details and shadow some things that Dupre has mentioned.

I heard the same news about Clover this morning and I can only hope that the result is either an apology from Capcom to ever think of closing Clover (I'm imagining here, of course) or for them to go their own way. You're right Dupre, almost everything that has made Capcom what they are in the last few years can be attributed to this studio.
 
 
Spatula Clarke
16:32 / 15.10.06
I'm struggling to understand why some people are saying that Capcom should have held this over for release on one of the next gen formats - it's already one of those games that's as perfectly formed (technologically) as it ever could be.

Shadows are made up of pools of ink that swish about when you move the camera. When you step into a cursed zone, the delicate pastels change to lurid purples, reds and greens, and when you look towards the sky in these areas and move the camera, the ink blots and trails, muddying the colour temporarily. In combat you're trapped in a cylinder of evil influence, kanji symbols (or katakana, or hiragana - I struggle to tell the difference at a glance) rising from hte ground in the border. The second town that you visit is being subdued by a demonic atmosphere, the colours turned brown and dead, and more Japanese wordforms floating around it.

There's not really anything else around at the moment that's on a par with this, in purely visual terms.
 
 
Suedey! SHOT FOR MEAT!
16:50 / 15.10.06
Oh wow, this looks like my dream game. I forgot all about it because I don't have a PS2 and I've never had one. But now I'm really considering seeing if I can get a PS2 as a Christmas present for myself or something... I probably would've got a Wii otherwise. But hey, I can catch up on all those (cheap) games I never got the chance to play. Looking at this game sort of feels like that time I bought a Saturn because of NiGHTS.

Two questions: Will this game actually be coming out here before Christmas? And what sort of price range should I be paying for a PS2 at this point? And surely they're going to plummet in price... next year now, I imagine.
 
 
Spatula Clarke
17:50 / 17.10.06
Looks like February or March for the PAL vesion, Suedey. Capcom Europe might be looking to it to plug the gap left by the delay to PS3's European launch.

IF this was all you were thinking of getting a PS2 for, after Christmas seems like your best bet. Unless you get one and a slide card, or whatever else you need to play imports.
 
 
netbanshee
01:06 / 20.10.06
I'm struggling to understand why some people are saying that Capcom should have held this over for release on one of the next gen formats - it's already one of those games that's as perfectly formed (technologically) as it ever could be.

It's an interesting thought too considering that very early internal demoing of the concept was more realistically rendered. They obviously made the better choice. Their fluid choice of cell-shading, the story, the audio and the general demeanor of everyone comes together to form quite a package.

I'm considering doing a second run to finish collecting everything in the game (stray beads, mini missions, etc.). It'll certainly be speedier and I'm curious about the differences the next go thru. Getting any farther, erd?
 
 
Spatula Clarke
17:10 / 05.11.06
Sorry about the delay. Put this on the shelf for a while - my head wasn't really in the right kind of shape for something so involved, so I figured it'd be best left until I was in a frame of mind where I could appreciate it properly. And I'd bought a bunch of other games at the same time - shorter, more arcade-like titles - and decided to blast through those before returning to this.

Reading the Edge review, where they say that the feeling that it's going to be a relatively short game for an RPG is blown away once you get to the stage where you think you've finished it, then it suddenly opens up and the game proper begins, is what's brought me back. Because there *is* the sensation when you first start playing that something this good-looking can't possibly be as extensive as the larger Zeldas and I was worried that I was in for another Wind Waker experience - where what I was imagining that game would have in store for me just around the corner was far more... exhaustive, I suppose, than what Nintendo actually provided.

Edge appear to be saying that this isn't the case here and that Okami gives what I was expecting from WW, so I'm back into it now.

Only just finished the section at Sasa Sanctuary and still have one of the three missing canine warriors to find. It's taken me a fair old while, but I've been soaking up the visuals and doing all the side-quests along the way - feeding wild animals, restoring dead trees to full blossom. I keep on seeing tiny effects in the graphic engine that have passed me by so far - like the way that the outlines of trees bleed into the paper of the sky, like the canvas was wet when the outlines were laid down. And when you move the camera closer to a character and they fade out, how the fading looks like the colour is being washed out.

One minor complaint is that the camera is a little too eager to change direction as you change yours - if you move to the left slighty, it follows immediately. It maybe seems strange to moan about that, but it has the effect of making it more difficult to keep yourself moving in a straight line. If you look at those third-person games with the best automatic camera systems, you notice that there's a subtle delay between the player changing direction and the camera moving to suit that gives them time to change their minds. That's missing here and it makes control feel a bit hyperactive.
 
 
Alex's Grandma
10:31 / 25.02.07
I suppose a major complaint might be that, having stared blankly at this fool of a game for some hours now, I'm starting to think seriously about joining the British army, so I can make a difference. To issues in China, and religious matters. Except, of course, that I'm probably too ill to get past the medical, now.

I used to be able to run 100 metres in just over ten minutes, but not any more.

'Okami' has brought me, as a person, to a very low place.

On a huge numder of levels then, 'Okami' feels like a personal insult. So much so that I may have to put that sword over the fireplace to practical use.
 
 
Spatula Clarke
11:07 / 25.02.07
Well, that's great, but it doesn't really say very much about the game, does it?
 
 
Alex's Grandma
11:31 / 25.02.07
All right then.

Aside from the lovely design, the gameplay feels a bit dated, really. In the sense of being fiddly, tiring, over drawn-out. There's far too much, IMHVO, in term of heavily intrusive back-story (all that shite-ing stuff to do with the flea, for example - who cares what it thinks?) which would be all right if there was a sense of the material actually leading anywhere. As it is though, this seems open to question.

Perhaps it's terrific a bit later on, and equally possibly, I'm not really the kind of gamer this thing's aimed at, but I do still feel as if I've let myself down, somehow.
 
 
The Strobe
11:05 / 26.02.07
I've hit the eleven-hour mark, and have just done the "think it's over? Oh no it's not!" moment. Am loving it - it doesn't feel like eleven hours at all. It's been charming start-to-finish. Of course, it's totally Zelda-y - right down to the "you solved a puzzle" noise, but I think it inoovates enough and - crucially - doesn't fuck up everything else. By and large, I've enjoyed it and the hammering-through-text isn't too much of a problem.

Only criticism: more dungeons, please. Am sure the pace will pick up, but there's an awful lot of wandering and delivery-service at the beginning. When I hit the first "real dungeon" and "real boss", it was really exciting. In fact: all the boss fights so far have been great.

Can't wait to see where it goes.
 
 
Regrettable Juvenilia
11:57 / 27.02.07
It really would take a very churlish, burnt-out individual who was dead and cold and hollowed-out inside not to like this game.

I was kinda unsettled by the way the tree goddess shows her bum through a hole in her kimono, though.
 
 
Regrettable Juvenilia
11:59 / 27.02.07
And yeah, it looks satisfyingly huge and explorable already, which will make a nice change after a bunch of "that-can't-really-be-it-CAN-IT?" games I've played (serves me right for buying things based on comic books, I guess).
 
 
Regrettable Juvenilia
10:37 / 16.03.07
Setting up Oirichi as the big bad when it's not is a stroke of genius - you can kind of see that the map must be bigger, but I really did thing "is this the end of the game, then?" only to be pleasantly surprised, well, over-joyed, really, by how much else there is to do. If only more games did this...
 
 
Princess
14:17 / 16.03.07
Am I the only one who read that and thought "it looks satisfyingly huge and explorable" was in reference to the tree-goddess' bum?
 
 
Cloned Christ on a HoverDonkey
09:44 / 20.06.08
Two years down the line and I've just started playing the Wii version, having had no prior experience of the PS version. This is a sort of first impressions review, as I haven't yet played it long enough to give you the full overview.

There's a massive difference here between original versions and the Wii - you can now use the Wii remote to paint with the Celestial Paintbrush, which kinda works really well. Initially I was really frustrated - all I had to do was draw a horizontal slash and it took me 2 minutes to get it right - so frustrated I almost actually gave up.

Pretty quickly, though, I caught on to the kinetics required and it's been a breeze ever since (so far). The satisfaction to be had from drawing a clothes dryer and see it materialise is one I've never known in my gaming career and one that makes me look forward to what else I'm going to be able to do.

I've played two and a half solid hours and regretfully have had to stop coz I gotta go to work. The whole game is enchanting - the combat is unique and very immediate now that the remote is the way the paintbrush is used. The scenery is lovely and the animation very lifelike.

I'll report back when I'm a few more hours down the line...
 
 
Spatula Clarke
18:17 / 20.06.08
They've altered the visuals weirdly for the Wii version, apparently - colours are now deeper, but it's lost the watercolour paper effect. Which strikes me as a bit of a stupid move on the part of the team responsible for handling the port, given the visual theme.
 
  
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