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 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.
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.
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.
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.)
I've been in love with the WayForward's eShop titles ever since Mighty Flip Champs! dropped in 2009. It was a beautiful, challenging, vibrant game that was followed up by Mighty Milky Way and Mighty Switch Force!, with the la...more
Last year, Renegade Kid released Mutant Mudds on the 3DS eShop, where the "12-bit" throwback platformer became an immediate hit. Since then, ports have appeared on PC and iOS, each version introducing new levels and features....more
My initial impression of Undead Labs' State of Decay was not exactly forgiving. Significant screen-tearing, a choppy frame rate, an intro that places me directly into button mashing combat without context, the game's lurch of...more