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Destructoid Review: Okami (Wii) photo

Ever since it was released on the PS2 back in 2006, gaming journalists have ranted that Okami is the closest one can get to a 3D Zelda game on a non-Nintendo console. Two years later, the comparisons between that huge Nintendo franchise and the "underdog" original Capcom I.P. (awesomely clever pun intended) still haven't let up, in no small part due to the fact that every Legend of Zelda game released since 2006 has "borrowed" from Okami in some way. The protagonist in Twilight Princess is a wolf, ridden by a wise cracking, anthropomorphic animal weirdo (just like in Okami) and Phantom Hourglass features the ability to cut grass, hookshot, and kill enemies via on-screen scribbling (just like in Okami).

As compelling as these similarities may be, the real reason the gaming press can't stop ranting about Okami and its Zelda-like qualities is because we can't believe more of you didn't buy it. The game sold like crap on the PS2. Now that Okami has been ported to the Wii, is it likely to finally move some units? Do the Wii-enabled motion and pointer controls improve the game, or damage it? Most importantly, does the game even deserve all the hype it's gotten over the past two years?

Hit the jump to find out.

Okami (Wii)
Developed by Clover Studio and Ready at Dawn Studios
Published by Capcom
Released April 15, 2008

Okami has already been reviewed to death, but a game this fantastic can always use a little more praise. The first thing that will blow your mind about the game are the visuals. Okami is the definition of excellence in visual design. The amount of punch Okami packs with its simple, PS2-era graphics truly puts other developers to shame. The game's look could best be described as "ink-shading", a modification of cel-shading, except with a much needed infusion of class. Okami is a fully animated, classical Japanese ink painting. It's a feast for the eyes unlike anything else in the visual art world, video game or otherwise.

Part of what makes the visuals so effective is the way they match the game's scenario so perfectly. Okami's story follows the sometimes light-hearted, sometimes planet-altering exploits of Amaterasu, the Japanese sun goddess. The whole thing plays out like a cross between Princess Mononoke and Bruce Almighty. Though most of the people you encounter throughout the game see Amaterasu as just a regular wolf, the goddess is secretly improving all of their lives in ways big and small. Killing the demons plaguing the land is part of it, but so is causing the sun to come out to help an old lady dry her laundry, and fixing the waterwheel on the mill of the local sake brewery. Like the "happy points" system from the cult hit Chibi Robo, being a helpful wolf goddess in Okami accumulates "praise points" that can be spent on increasing your life meter and other stats. It's a surprisingly satisfying diversion to take a break from the Zelda-inspired overworld and dungeon-exploring grind to instead do some simple favors for the people of Nippon.



Beyond these philanthropic diversions, Okami is structurally identical to a 3D Zelda game. Puzzle-filled dungeons containing huge bosses that require weapon specific strategies to defeat, a huge overworld to explore, and items to collect; all the staples that have made the Zelda series great. In fact, there were times while playing Okami that I was shocked to not hear the signature "puzzle solved" jingle found in the Zelda games, as I was subconsciously convinced that it was Zelda I was playing. 

The major diversion Okami takes from the Zelda blueprint is the replacement of the sub-weapon system with something called the "celestial brush". In a process normally reserved for touch screen-enabled gaming, Okami gives the player the ability to break the fourth wall by drawing on the game's world, vastly altering it in the process. There are over twenty different brush techniques in the game, ranging from the "viewtiful" ability to slow time, the above-mentioned hookshot, and the ability to create fire, ice, lightning, bombs, and multiple other attacks and skills. Fans of the latest Zelda outing on the DS who have never played Okami should do so, if just to see how much Phantom Hourglass borrows from the game.



The celestial brush is one of Okami's greatest strengths, but the way it was implemented in the original PS2 edition may have been part of the reason behind the game's tepid reception. When it's time to draw on screen, the entire game freezes, changes from a full-color to a sepia-toned presentation, and a giant brush appears on screen. It's not the most immersing gameplay concept ever conceived. On the PS2, the lack of immersion that comes from the "brush play" side of Okami is a larger issue due to the way the brush is controlled. While the PS2 controls are precise, they inadvertently ruin the real purpose of the celestial brush; to provide the player with the sense that they are a god sitting in their home, viewing a real world on their television where they can create miracles with the wave of a hand. Instead, the DualShock controls only provide the player with the sense that they are playing a video game where the action stops every few seconds, forcing you to leave the game world and instead use your thumb to move a brush around the screen. Okami on the PS2 is still incredible, but it takes hours to adjust to this inherent control flaw and the way it kicks you out of the game.

This brings us to the Wii port of Okami. The difference between this build of the game and the PS2 original is enormous. While the PS2 brush controls were sluggish and distancing, they were incredibly easy to perform. Drawing a perfect line in Okami with the analog stick was a simple as pressing the stick in the desired direction. In this way, Okami's PS2 controls were the equivalent to the auto-aiming found in Resident Evil 2; dummy-proof, but stagnant, with no capacity to provide a sense of mastery or skill building. On the Wii, you will screw up your brush techniques for the first few hours you play because (gasp) the game actually requires some skill. This isn't due to the controls being poorly implemented. It's because painting a straight line in real life is quite hard. That's why man created rulers.

Once you develop the skill (and the muscle memory) to effectively make a straight line in the Wii edition of Okami, it becomes second nature. This actually causes the game to move much faster on the Wii than on the PS2. The brush on the PS2 build of the game would only move at a specific, predetermined speed. On the Wii build, the brush moves as fast as your hand moves. Those with skills will be whipping out brush techniques with lightning speed, far faster than possible on the PS2. Actually, the slower your brush strokes in Okami on the Wii, the more likely you are to mess up with a shaky, squiggly line. Again, just like in real-life painting or drawing.

In the end, though, a game's controls are not about how easy they are or fast they are, but about how well they immerse and engage the player. That is why this Wii port of Okami was necessary. Creating brush strokes with your arm and seeing the 1:1 results on-screen builds a real feeling of connection between the existence of the player on one side of the screen, and the game world on the other. Where Okami's controls on the PS2 only worked to build a wall between players and the game, the Wii controls actually break the wall down. 

Also worth a quick mention are how the motion controls work in Okami's more basic functions, like melee combat. Again, the PS2 build of the game's controls are decidedly easier. Button mashing yields huge, skill-free combos on the PS2's Okami, where the Wii build's motion controlled attacks require strict timing to perform. The trade-off is again between ease and depth, with the more mindless but simple controls to be found on the PS2, and the more skill-intensive but difficult controls on the Wii.

That being said, if you loved the way Okami played on the PS2, you will likely find the motion controls on the Wii port to be initially jarring at best, frustratingly difficult at worst. If Ready at Dawn and Capcom really wanted to create the ultimate version of Okami, they would have allowed for classic controller and/or GameCube controller support. This "classic" or "easy" mode would have made Okami on the Wii the inarguably perfect version of the game. But as it stands, the Wii port is still the superior cut, with its more accurate and responsive controls, widescreen support, and slightly enhanced visuals (whites are whiter, brights are brighter), not to mention the $40 price tag.

In closing, Okami is a must-have title for anyone who has ever loved a Zelda game, a Clover Studio game, or any time-intensive 3D adventure game. The only people I would advise against buying Okami are those on the extreme left or extreme right of the "casual/hardcore" gamer divide. Okami for the Wii is too complicated and demanding for the Wii Sports crowd, while hardened "gaming gladiators" may find the title's requirement of skills beyond "excellent eye/thumb coordination" to be too much for them. If you can handle a traditional adventure game that requires both a thirty- to fifty-hour time-sink and engaging in some actual, physical movement, then buy Okami on the Wii. It's one of the best games to come along in years, and arguably the best adventure game on the console, period.

Score: 9.0 (Negligible flaws. Otherwise very, very good; a fine example of excellence in the genre.)


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65 comments | showing # 1 to 50

Clockwork's Avatar - Comment posted on 04/20/2008 21:42
Clockwork
I heard there is a IGN watermark in the lower right part of the HUD at all times throughout the game.

Can you confirm or deny this speculation?
kapshhh's Avatar - Comment posted on 04/20/2008 21:50
kapshhh
Beautiful game.
Oni's Avatar - Comment posted on 04/20/2008 21:55
Oni
I never bought it on the PS2 but I did borrow it from a friend and beat it.

I will be buying this on the Wii. It's almost like this game was tailor-made for the Wii.
Jonathan Holmes's Avatar - Comment posted on 04/20/2008 22:02
Jonathan Holmes
Clockwork- Not only does the game has a sticker saying "Grade 'A'- 1UP/EGM" on the shrink wrap, but it has "9.5 out of 10 - Play" on the case inlay art itself. I don't know why Capcom thinks that the average consumer will care about reviews now more than they did back when the game originally came out for the PS2 Sept. of '06.

One good thing though, the instruction booklet is full color this time. The PS2 original had a black and white booklet.

It's the little things, you know?
Elitechief27's Avatar - Comment posted on 04/20/2008 22:02
Elitechief27
I tried it for the PS2, got frustrated with this one part where this old guy (Mr. Orange?) danced and make me make a tree bloom and I couldn't do it because the game kept thinking I was drawing the sun, and gave it up. I think I will pick this one up and try it again.
nilcam's Avatar - Comment posted on 04/20/2008 22:03
nilcam
I bought it on Wii since I didn't own a PS2 when the game was released. I always wondered why Clover only released Okami on the PS2 since their other games, like Viewtiful Joe, sold more copies on the Gamecube.
DrkAdonis's Avatar - Comment posted on 04/20/2008 22:04
DrkAdonis
I regretted not grabbing this on the PS2 when it came out, but now I'm really glad that I can snag it for my Wii. Every little game that expands my very SLIM Wii game collection is a prized possession to me!
Fleet3000's Avatar - Comment posted on 04/20/2008 22:06
Fleet3000
hmm... seems like a good buy. who knows.

@clockwork:

i chuckled. thanks for that.
Samit Sarkar's Avatar - Comment posted on 04/20/2008 22:07
Samit Sarkar
Dude, this is a fantastic review.

I never played this game when it was on the PS2, and I don’t have a Wii — but I have a few friends who have one, so maybe they’ll pick it up.
Scape's Avatar - Comment posted on 04/20/2008 22:08
Scape
Okami is a must play for everyone. I already have the PS2 version so I won't be getting the Wii version, but I must say that the colors on the Wii look so much nicer. I think they did a pretty good job with this port.
Clyde's Avatar - Comment posted on 04/20/2008 22:11
Clyde
Very nice review, I already have a copy for the PS2 but I will grab the wii version aswell, just cause I can and well it increase my collection by one game ;)
king3vbo's Avatar - Comment posted on 04/20/2008 22:11
king3vbo
Nice review man.

I already have the PS2 version, so Im not completely sold on buying a Wii version
Wexx's Avatar - Comment posted on 04/20/2008 22:17
Wexx
I really want to pick this up...
A Humble Mr Perfect's Avatar - Comment posted on 04/20/2008 22:18
A Humble Mr Perfect
DAMMIT DAMMIT DAMMIT

I had managed to not think about this game for 2 weeks. I was going to play GTA IV first. Now I have to fail my classes instead. Thanks Holmes.
Orionsaint's Avatar - Comment posted on 04/20/2008 22:19
Orionsaint
Nintendo enjoy your success for now. Wii game sales are downand SSBB hasn't really WOWed its fanbase, coupled with GTAIV & MGS4 coming and no big mega Nintendo Franchise anytime soon. Unless you count MarioKart. MS & Sony are gonna own the next few months.
wilbo's Avatar - Comment posted on 04/20/2008 22:31
wilbo
ive been playing through this game on the ps2 so im not exactly go na get the wii version, but i could see how drawing stuff would be easier on the wii because drawing a circle with a ps2 controller? not easy

but the visuals in this game alone are enough to keep me playing
John B's Avatar - Comment posted on 04/20/2008 22:48
John B
@Orionsaint: Take your fanboy-ism and f*ck off. Sheesh.
Cunt's Avatar - Comment posted on 04/20/2008 22:56
Cunt
I heard on a podcast that the DEV team for the Wii version had trouble getting alot of the original assets from Clover. That's probably why there are watermarks on the images.
Mxyzptlk's Avatar - Comment posted on 04/20/2008 23:04
Mxyzptlk
lol, did you actually read that article you linked Orionsaint? Of course Brawl sales are going to slow down after everyone who is interested in it bought a copy. And the slightly lower attach rate for the Wii isn't new, nor is it as major an issue as anti-nintendo fansboys have tried to spin it. When MS and Sony start making profit off their hardware and sell more systems than Nintendo, then it'll matter.

Great review, going to pick this up in the next week or two.
Im OK's Avatar - Comment posted on 04/20/2008 23:14
Im OK
Since I no longer have my PS2 copy of Okami due to gifting it to a family member, I'll definitely be giving this soon enough.

And people have been saying shit like "Nintendo enjoy your success for now" ever since the Wii first came out. It's kind of humorous, if in a pathetic and tiresome sort of way.
slapme7times's Avatar - Comment posted on 04/20/2008 23:22
slapme7times
that's some pretty art...

it's too bad the beautiful filter effect from the ps2 version has been cut from the wii release...

Don't buy the wii version of this game... get the ps2 edition.
Gangles's Avatar - Comment posted on 04/20/2008 23:25
Gangles
Man... I have this game for PS2, but now I'm very tempted to play it again on the Wii. Great review.
redgopher's Avatar - Comment posted on 04/20/2008 23:40
redgopher
Please, anyone looking to pick up the wii version, please look at these comparison screenshots between Wii and PS2. They were taken with my 8MP digital camera on my 1080p 46" screen.

http://www.cheapassgamer.com/forums/showthread.php?p=4241390#post4241390

The Wii version severely compromises the original PS2 versions muted but realistic watercolor painting style color saturation and canvas filter, and also makes the visuals SIGNIFICANTLY BLURRED. Please think twice before picking up the Wii version. I strongly recommend sticking with the PS2 version or purchasing the PS2 version if you don't already own a copy.
Hiltz's Avatar - Comment posted on 04/20/2008 23:42
Hiltz
I picked up the game a few days ago with the major concern about the controls since several reviewers had mixed feelings about them. Destructoid's review is right on the mark. The motion control works well and is responsive, but the dodge move is pretty unreliable. Other than that, there's no worries. The celestial brush is intuitive,fast and responsive but does require some skill and a steady hand.

The game is so beautiful. I haven't been this impressed by cell-shading since Wind Waker and Killer 7.

Wii owners, don't let this game sell poorly! Support Okami because it's a great game!
Bluefusion's Avatar - Comment posted on 04/20/2008 23:49
Bluefusion
@Cunt

LOL. Yeah they had a lot of difficulty getting the original assets as in, the code for the game. Some of it had to be reconstructed. The watermark on the images is just plain ol' stealing images from IGN.
Lithium's Avatar - Comment posted on 04/21/2008 00:15
Lithium
I'm glad I decided to get this game over MK wii
HarassmentPanda's Avatar - Comment posted on 04/21/2008 00:24
HarassmentPanda
If I had to choose between this and Smash, which should I get?
---AMARU---'s Avatar - Comment posted on 04/21/2008 00:30
---AMARU---
@ clockwork

no its on the boxart near ameratsu's mouth
Kyousuke Nanbu's Avatar - Comment posted on 04/21/2008 00:56
Kyousuke Nanbu
I knew the Wiimote wasn't gonna be the end all for Okami, its just not built for precise movements.

Okami is great though. A must purchase for anyone.
liam2015's Avatar - Comment posted on 04/21/2008 00:59
liam2015
Someday, god knows when, I will find my lost copy of okami that I never beat, and finish it. I doubt that will happen anytime soon though. even though I thought highly of it when I first got it.
spinseffingcool's Avatar - Comment posted on 04/21/2008 01:24
spinseffingcool
im waiting for it in the mail and its killing me
Conrad Zimmerman's Avatar - Comment posted on 04/21/2008 01:32
Conrad Zimmerman
I keep meaning to run down to the store and pick this up. Mayhaps tomorrow would be a good day.
Zerozaki Ishiki's Avatar - Comment posted on 04/21/2008 01:59
Zerozaki Ishiki
@Elitechief 27: That sequence nearly ended the game for me. Took 45 minutes before I finally got it. I think varying the size of the circles so they matched the size of the buds helped, but it was basically just an unforgivably broken nightmare. Made worse by the insanely long dialogue in between, the only stuff you can't skip or speed up.

Really glad I stubbornly stuck it out, because the game goes into overdrive almost immediately afterwards - I went from sort of enjoying it, mostly for the looks, to loving every second.

Also, and this cannot be mentioned enough - use the Z button, not the A button, when drawing straight lines. They've hidden this secret well, but it will help a lot with that.
MagicAQ's Avatar - Comment posted on 04/21/2008 02:03
MagicAQ
Dont know why i didnt get the ps2 version, but now this review has me gunning for the Wii version... "whites are whiter" i have the feeling it will be a Shadow of the colossus experience!
misfit's Avatar - Comment posted on 04/21/2008 02:09
misfit
Finally a review that seems to "get" what the controls on the Wii are all about...harder to master, but far more fulfilling in the long run.
Oolong's Avatar - Comment posted on 04/21/2008 02:22
Oolong
I heard that the fire disc on Amaterasu's back is the IGN logo. Can you confirm?
Rainbowblack's Avatar - Comment posted on 04/21/2008 03:12
Rainbowblack
If i can get this cheaper on the PS2 I'll take it over the Wii version

The whole Wiimote awesomeness has worn off on me. i simply enjoying using a controller. oh yeah and its probably 20$ cheaper
iNerd's Avatar - Comment posted on 04/21/2008 03:29
iNerd
I bought it on the PS2. Hooray I was helping!
roleypolinde's Avatar - Comment posted on 04/21/2008 04:35
roleypolinde
Bought it on Wii, I'm helping
Cowboy TTop's Avatar - Comment posted on 04/21/2008 05:31
Cowboy TTop
Yeah, I heard about the loss of code for Okami, via the 1up yours podcast. What a bummer for Capcom, but maybe it was a good thing in the end, as the Wii got new content, the PS2 version didn't have.

When I get my hands on a Wii, Okami is on my buy list.
rosalindaveue's Avatar - Comment posted on 04/21/2008 05:51
rosalindaveue
I posted a little threadjacky grumbling about the controls in the IGN watermark thread. I got to the orange tree scene and had some trouble, then I realized that if you draw the circle around the bud, continue the circle where you started it and don't release B, the game picks up the circle and you are fine. Overall, like this very fine review says, you get used to the controls; they are not broken but they are also not always intuitive. The game is still an A game and a winner.
Pixel Blue's Avatar - Comment posted on 04/21/2008 06:20
Pixel Blue
I got it for the Wii on account of no longer owning a PS2 (the brother got that one in the great post-college console divide). And I <3 it, yes I do.
Kryptinite's Avatar - Comment posted on 04/21/2008 06:52
Kryptinite
Man, I have to pick this up asap :)

Great write up.
zombiekiller13's Avatar - Comment posted on 04/21/2008 09:00
zombiekiller13
I had heard less-than-stellar reviews for the Wii version, mainly focusing on the controls. Comparing them to this review, it sounds like they played a few minutes and gave up on it. They all said to stick with the PS2 version, but, while I loved the game, the brush mode did take you out of the game a bit...and I never got around to finishing it.

Totally going out during lunch today to pick up the Wii version. Thanks for convincing me, Jonathan.
Cyberxion's Avatar - Comment posted on 04/21/2008 09:05
Cyberxion
@ redgopher

Not only are those pics not working, but I haven't noticed anything hugely damaging, and I own both. Granted the filter pretty-much doesn't exist, but that was an issue that we were well aware of long before the game came out. And it's not like it compromises what's truly important. Y'know, the gameplay.

So the game doesn't feature the grainy paper look. Big deal. Still plays fantastic, and last I checked a good game relies on solid gameplay as much as it does fancy graphical effects. ;)
Demtor's Avatar - Comment posted on 04/21/2008 09:16
Demtor
Well I would imagine a lot of casual Nintendo fans will be happy with this release as not everyone got ahold of the PS2 one. The Wii is in dire need of games like this. Its just funny they turned to the PS2 to get it.
LarkOhiya's Avatar - Comment posted on 04/21/2008 10:00
LarkOhiya
is it visually identical to the PS2 version? better resolution/frame rate at all? guess I'll find out later today when i play it!
rdaneel72's Avatar - Comment posted on 04/21/2008 10:15
rdaneel72
Great take on the motion/celestrial brush controls. Even Nitendo Power complianed about those controls and suggested the PS2 version played better. I like your spin on the issue.
skullivan's Avatar - Comment posted on 04/21/2008 10:23
skullivan
@Lark

Colors are much more vibrant in the Wii version plus it has widescreen and 480p support. It's not a huge difference but it is certainly better looking than the PS2 version. I haven't noticed any framerate issues but I've only played it for under 2 hours.

Ready at Dawn really dropped the ball with the motion controls though. I shouldn't have to slash a piece of fruit 15 times to make it fall off a tree. They could've tweaked it even the slightest bit so that it doesn't require the line to be perfect. Drawing any line at all through the fruit should make it fall.

The silly thing is that slashing diagonally works more effectively even though the game tells you to slash horizontally.

I'll trust Jonathan that it becomes easier with practice, but it certainly is disappointing at first when the motion controls just don't work.

It's odd because some reviews claim that the motion controls are sketchy and others are claiming they're perfect and you'll "rarely, if ever, sacrifice accuracy" (IGN).
HadouKen24's Avatar - Comment posted on 04/21/2008 11:01
HadouKen24
I have to say that I find the controls to be very sketchy and poorly implemented.

Not for the Celestial Brush, though. No, no, that's implemented fairly well, although it could stand to be a bit more forgiving, IMO.

The real game-breaker, though, is the Wii combat system. you have to wave your arm about like a deranged monkey to get Shiranui to attack. The game was balanced for huge chain combos brought about by button-mashing, and that just isn't possible with the Wii-mote.

Ready At Dawn's answer, the combo system, is very poorly implemented. The timing is absolutely inscrutable; I was unable, after ten tries, to figure out how fast I was supposed to swing the Wii-mote to get the first combo skill to activate. You can't say it's just because I'm bad at timing. I play Guitar Hero on expert, and anyone who has watched me play Half-Life 2: Deathmatch knows I can time launching a grenade from the grav gun such that it explodes right in someone's face. There is simply a lack of input telling you when to attack.

It's really a shame, because this makes combat all too frustrating for me to make it through the game. At least the PS2 version was playable.
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