I’ve had this listed on my “Next To Review” for a while now, so it’s time I give this game its due review. Please bear in mind that I will be reviewing the Wii release of this game, so things like control and such are going to play a part in how I evaluate this game. If you want a review sans mention of control, this isn’t it.

Anyway, on to the show. I purchased Okami back when it re-released on the Wii…you know, around the time of the box art debacle. (Speaking of which, I got the replacement art 18 months after it was promised, but it was so worth it.) I admit that I was immediately drawn to the game because of the mythology that was put into it, and because the game had something to do with art. Hell yes, give me that on a platter! It seemed a perfect fit!

Well, Okami is not a revolutionary, end-all-be-all game, but it is by no means bad. I’m going to evaluate the game on five platforms: graphics, controls, characters, sound, and plot. Without further ado…let’s get to it!

Graphics – 9.2 / 10

The Wii is not a system that is known for its high-tech graphical advancements, and that’s fine. It was never built that way. If you want to play a game that looks realistic, go buy a 360 or a PS3. (Coincidentally, I don’t have a PS3.) If you want to play a game that looks GOOD, well…you actually are going to find good-looking games on all three systems. Okami is one of those that is beautiful to look at.

The original designers at the now-defunct Clover Studios did not aim for realism; instead, they aimed to give their game a look like no other. Okami’s aesthetic gives it the look and feel of a living, moving woodblock painting. While the Wii version did away with the paper filter–a move that was hotly contested by fans of the PS2 version–it does not change the game’s overall feel that this is a world of art. It is a world of moving paintings, and it shows in everything. The style is so different from what people expect, and so beautiful that it sucks you right in and enamors you. I in fact like the Wii version’s more vibrant colors than the papered-over faded colors of the PS2 version; I liken it to the idea that whereas the PS2 version was the first recovery of Okami, the Wii version was the original restored to a former glory.

I do have some nitpicks; some that, had I not been watching my friend play my copy of the game, I would not have noticed. First off, playing the game for extended periods does become draining on the eyes. Granted, one shouldn’t play games for extended periods, but after a particularly long session in dim light, I noticed the strain on my eyes. (There really is nothing stranger than being unable to look at anything for longer than a second before everything turns to a motion blur.) Because the game’s visuals are so sharp, they can actually hurt after a while. In addition–and this is not an artistic thing so much as graphical–there is the possibility of the game glitching. Badly. The game’s graphics can be wrecked under the right circumstances, and in one instance actually warped Ammy from one map to another. Not across a map, mind you: from Agate Forest to Shinshu Field. I was freaked out, to be sure.

That aside, the graphics are top-notch in this game, so long as you don’t stare for too long.

Controls – 6.8 / 10

The Wii version takes a hit here, because as we all know, the Wii Remote’s promise of 1:1 motion fell painfully short. They do work well enough, and when they do, there is a great feeling of knowing that you, yes YOU, painted something in-game that had some awesome effect like dropping a lightning bolt out of the sky or blossoming a tree. Not to mention the fun you can have using some of those brush strokes against enemies.

But the game is, at times, too unforgiving for even the handiest of Wii Remote users, and thus some in-game challenges can prove extremely frustrating. Even the simple task of creating a circle in order to set a tree abloom can seem impossible. (My friend spent an hour trying to complete the Konohana Shuffle before I took the remote from his grasp and did it myself.) Drawing a lightning bolt is fun the first time…but only if you get it exactly right. And let’s not even get started on the inability to sense the “distance” the remote is from the sensor bar; there are times when the only thing that would show up on screen is a giant, black blob of ink. The fact is that so much of this game is about drawing, and when the controls don’t hold up properly, it can suck the fun out of a game.

But I’m not going to look at just the drawing aspect; the “waggle” needed to execute attacks is just as infuriating. Completing those long strings of attacks with some weapons is nigh-impossible, and the “charge” mechanic of the glaives is less than precise. Once I reached the point in the game that allowed me to use Rosaries as a sub-weapon, that became my primary form of attack; it required pressing a button. Through a great amount of practice, I figured out that the Wii Remote requires deliberate, sharp wrist swings to recognize an attack, and that at least relieved some of that anxiety. But overall it’s a pain when your attacks won’t execute properly.

I do want to say a quick word about button mapping, as, while in some ports this is pretty useless to speak of, in Okami it was essential. I was very pleased with the original configurated mapping they did, which doesn’t feel awkward in the slightest and lets for some pretty relaxed movement (besides the inability to draw a circle or a lightning bolt.)

Characters – 9.7 / 10

Because of this game’s plot (more on that later), characters are absolutely essential. The NPCs of this game need to show real connection to the world around them, and they do so brilliantly. Speaking just of NPCs momentarily, each one had something amusing/funny/important to say, and I never tired of speaking to them. So long as it wasn’t goal-oriented, that is. Some of the completion challenges in this game are tough, but not impossible.

Now, on to the plot-driven characters. These characters all add something absolutely unique to the plot of the game, and I found myself loving each and every one of them for various reasons. In the end, I have to go with Waka and Oki being my favorites, due to their appearances and personalities. Oki first: he, and the rest of the Kamui tribe, have such an interesting design and place in the plot that I couldn’t help but love him. His attitude, and his actions and their influences, make him an important and yet lovable character.

As for Waka…he is outrageous, intelligent, quirky, and altogether one of my favorite characters ever. Everything from his design, to his speech patterns, to his place in the plot I just adore. I’d get excited whenever he showed up, because he is able to break the game’s tension without moving outside of the game’s plot the same way Issun does.

As for the spiritual characters, the incorporation of the Chinese Zodiac for this was a stroke of pure genius. The use of Ammy’s markings on each animal was wonderfully executed and held the deeper meaning that showed how they were connected. Not to mention that, unlike the usual “here’s your next item” fare, they each had personalities. I think by the end I loved Kabegami the most, but Bakugami still makes me laugh every time.

And Ammy and Issun aren’t exempt from this! Issun’s underlying plot came a little too late for me to care too much, but his constant bickering throughout the game–as well as suggestive remarks–were amusing to me. I do liken him to Tatl and Navi from the Legend of Zelda series, but his interaction with the surrounding environment was more animated and interesting than either of those fairies.

As for Ammy, she doesn’t have to say a single word throughout the game, but she communicates so much. Watching her reactions to everything is a treat, and being able to play her and use her Celestial Brush to its full extent is so empowering. It’s a mite weird to think about playing the “mother of the earth” and the “sun god” as a wolf whose powers have been sealed away…but so exhilarating to play as her.

Sound – 9.4 / 10

The primary purpose of the music and sound in this game is to set up the atmosphere of a world of ancient times…one where the gods were still a strong force in the world, and where evil manifested itself in a very frightening manner. Naturally the music would draw from old Oriental tunes and traditional music; it does so in a very successful manner, and there are times that I would simply stop to listen to the game.

The music really sets up the atmosphere in a brilliant manner, and helps to draw in the player and keep the interest on the screen. If I had to find a gripe, it would be that some of the weapons’ attack sounds were a bit too modern-sounding for what sound they may have had in those times. Granted, they are Divine Instruments, but I don’t think Rosaries would sound like light sabers.

Plot – 9.1 / 10

The plot is, arguably, the most important part of any game. Sometimes, when controls suck, or graphics are subpar, it can take nothing more than a good plot to keep a player’s interest. The Final Fantasy franchise in its earlier years survived on this, and it’s part of the reason why the older games are still the favorites among the newer, more graphically-advanced games.

Let’s start with the fact that Okami builds the plot twist right into its opening cutscene: the story we all know–of Susanoo and Shiranui–is not the entire story. The game out-and-out tells us that there is more to the story. Of course, while in so many cases this could be a problem, Okami plays with this little introduction and leads the player on a vast journey around the land of Nippon.

One issue I came across is that a player could easily interpret the fact that Orochi’s revival was the “more to the story.” The game could have been more deceptive…but attentive players know right off the bat that their first defeat of Orochi is nowhere near the end of the game. An innocent watcher would have no clue, but the first face-off with Orochi is roughly halfway through the actual game. I’ve no complaint with the game, but the fact is that it spoiled the “more to this story” than I would have liked.

In addition, the “space” element introduced near the end seemed more than a little far-fetched to me. Celestials? Moon Tribe? And you expect me to believe Yamata-no-Orochi attacked the Celestial Plain? What about Nippon? I feel like this element could have been handled in a much more creative manner than by applying the “space” element that pervaded the game. That, or it could have been tied better to Kaguya’s story, which actually was based in Japanese folklore the same way the story of Orochi and Susanoo is.

These nitpicks aside, the plot of this game is spectacular. The incorporation of ancient mythology into the game is what really adds that “epic” level of adventure to the game, and provides this amazing feeling of being able to experience the gods of ancient times in a new manner. And besides, the idea of running around as an all-powerful god by the end of things is pretty awesome. In addition, there are enough smaller plot twists to keep the player guessing and pushing forward to fight the next enemy, encounter the next boss…until the very end of the game, with the grand finale of light versus darkness.

Not to mention the freedom the game gives you. There are so many little detours you can take to flesh out the game’s story more and more, and that story is what prompts me to play on completely and find absolutely everything. (Yes, the String of Beads was part of it, but the story is another good one. In fact, they could have incorporated THAT into the game somehow too.)

Conclusion

In short, Okami is an outstanding game. It is not THE best game, but it is an exceptional one, that combines all of its elements in a delectable fashion. I’ve played the game through twice now, and even though I know all of the little plot twists now, I still love the game and love to experience its story over and over. The characters are what sell it for me, but everything comes together to make an experience that is truly unlike no other.

Final Score: 8.8 / 10

Okami is © Clover Studios / Capcom.

All images within are courtesy of IGN.com.

Advertisement