Explore large lands and dark dungeons! Help restore the faith of the people to grow stronger. With a unique and beautiful art style and a perfectly matched mystical soundtrack, Ookami is a feast for the eyes and ears. Your email address will not be published. Save my name, email, and website in this browser for the next time I comment. March 5, Leave a Reply Cancel reply Your email address will not be published. We use cookies on our website to give you the most relevant experience by remembering your preferences and repeat visits.
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The cookie is used to store the user consent for the cookies in the category "Analytics". The cookie is used to store the user consent for the cookies in the category "Other. ROBERT I've never been the type to go googly: eyed at the sight of a pretty game, but I can't I talk about Okami without first giving a nod to its visionary art direction.
Fuzzed out on faux paper, punctuated by thick black lines, and stained with a cornea-buzzing palette of bright i and muted colors, Okami is a painter's imagination come to life. It proves that intrepid game- -makers can blow your mind without the use of I bleeding-edge computer hardware, confirming -what I've long suspected: Great art is more important to the visual experience of a game than great technology.
That painted-canvas look ties directly into Okami's hook. An adventure game very much in debt to the Zelda series, Okami replaces the usual inventory of puzzle-solving, path-unlocking gadgets with a paintbrush.
As you traverse mythological Japan, killing monsters and solving puzzles, you can pause the game at any time an use the Celestial Brush to affect the onscreen faction. From drawing in a missing section of bridge to slicing an enemy in half with a single stroke, the brush plays into every aspect of the game. Okami throws new brush uses at you all the way up to the end, quite a feat considering its length of approximately 40 hours.
Epic adventures are great and all, but Okami could have used tighter pacing. The first five hours of the game are a slow mix of long-windec character speech and basic training. In fact, the entire game is packed with reams of text. That's fine in principle, but you'll find yourself forced to read the same details over and over as helpful townspeople beat clues into your brain while you wish for an adult text-speed option.
But just when it seems that Amaterasu the game's wolf-goddess protagonist and Issun he sprite sidekick have settled into a rut, Okami iwows you with something new. Okami developer Clover obviously put a lot of love into its creation and, as you travel the countryside, painting barren landscapes into bloom, that love radiates from the screen. Next gen schmext schmen. Who needs expensive new hardware when Okami delivers graphics so rich, so vibrant, and so spectacular lhat you often cant help but pause just to admire them?
Who needs extensive online options when you have a world full of great characters, sharp dialogue, and tons of secrets? Who needs fancy new controllers when Okamis brilliant brush system innovates, simplifies, and entertains all in one ahem stroke?
As recent Castlevania games did with the Metroid formula, Okami takes a well-established game template in this case the Zelda series and reinvents it with a style all its own. The sleepy villages, sprawling valleys, and iclever dungeons of Okamis mythic Japan induce yhe same wide-eyed wonder and thrill of discovery you'd encounter in Link's finest adventures. Which is not to say it's the same old game with ; fresh coat of ink; the developers have seamlessl worked the unique brush mechanic into every aspect of Okami, especially its epic boss battles.
I could've done with a bit more challenge in combat and fewer, less preachy story bits, but these complaints are so minor in the face of Okami's achievement that I almost feel silly even bringing them up. I'd be surprised if you find a better game on any system this fall. As much as it owes to I the Zelda series, Okami is every bit as good: It has a charming, classic story; characters who 1 actually possess character: entertaining and I varied side quests; and a visual aesthetic that manages to make The Legend Of Zelda: The Wind Waker look like a paint-by-numbers piece.
But every time my mind crept toward This is a total I rip-off territory, Okami surprised me by doing something new. The Celestial Brush had much Jo do with this, as the other two guys have said, yvhat they didn't point out was this creative technique's misstep cue evil eyes in Mark and Robert's direction : Whether it's due to finicky recognition or the DualShock 2's shoddy analog sticks or perhaps even your own lack of artistic talent , sometimes your lines and curves won't translate into the actions you want.
I'd love to see what the developers could do if they ever bring the game to the DS or Wii. But once you get the hang of it, you'll love it: Whether drawing bombs to open up new areas or bringing barren trees to bloom, you'll find that this game world truly does feel like a giant canvas that you're breathing life into. But Robert is absolutely right: If you're a developer thinking of pouring tons of money into graphical engines and CG cut-scenes, for the love of dog, stop and hire some brilliant artists.
Okami proves that we'd all be better off for it. This much-anticipated adventure game received huge critical acclaim in Japan, and its original art direction and innovative gameplay have the stateside audience understandably eager to try out the unique "celestial brush" control.
You use a paintbrush to draw constellations and make other motions for combat and puzzle-solving. You don't need to be an A student in art class to make it work, either. In fact, this quick-draw mechanic makes the button-assigning item selection in the Zelda series almost seem unwieldy "The thing that I'm happiest with is watching users play with the brush," says Director Atsushi Inaba.
I'm pleased with that.
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