After seeing most of the concept stuff (Realistic Graphics/Dinosaurs/Dolphin and Eagle Forms/Etc.) I think a modern setting game would not work out so well...
Still waiting on my Okamiden artbook Capcom, make it happen.
Realistic graphics? No you do it super stylized like in Okami just in modern times. Bad ass magic wolf god running around downtown tokyo fighting demons? Hell yeah that sounds rad as fuck.
Also, the Wii version removed the end credits due to copyright issues.
Which was criminal.
I still enjoyed it.
Yeah, this is what rubs me the wrong way about the Wii port of Okami. It wasn't ported by Clover (which had been disbanded) and I think I heard that assets had to be remade from scratch because they were no longer available. The removal of the credits was a big middle finger to Clover.
The re-use of old locations manages to come over as a nice bit of continuity rather than laziness which is nice. Two 'dungeons' in and I can heartily recommend this to anyone who liked the first game as this seems to essesntially be a love letter to it. I would also recommend it to people who haven't played the first game, but given its rave reviews and availability on the biggest selling console in both the current and previous gens, there's probably not much getting through to them.
Really, I would not want on Okami HD remake. Just make another entry in the series and make that HD. An Okami in modern times would be interesting. You could have all the ancient demons and spirits crop up in the modern world.
What, Okami in an urban environment? Unless you ended up retaking the environment Flower-style, no thanks, running around beautiful natural environments was half the game.
The re-use of old locations manages to come over as a nice bit of continuity rather than laziness which is nice. Two 'dungeons' in and I can heartily recommend this to anyone who liked the first game as this seems to essesntially be a love letter to it. I would also recommend it to people who haven't played the first game, but given its rave reviews and availability on the biggest selling console in both the current and previous gens, there's probably not much getting through to them.
What about people who like the 2D handheld Zeldas, for their sense of tight control, exploration, puzzley dungeons and simple combat? Was thinking it would make a good birthday present for my mum, since she's crying out for another handheld Zelda and REALLY didn't care for Phantom Hourglass/Spirit Tracks. I feel the combat is probably a little too fiddly going off the demo, but perhaps the full thing isn't so reliant on brush-use in battles.
Hmm, there's no denying brush use is pretty prevalent, but then again time freezes for 30 seconds when you go into brush mode so you shouldn't ever feel rushed or anything. There is also an easier difficulty.
Loving the game but FUCK make all the dialgoue button skippable! Cut scenes take forever! They did this in Okami as well and it was annoying as a cyst on the butthole. Why did they do it again?
Hmm, there's no denying brush use is pretty prevalent, but then again time freezes for 30 seconds when you go into brush mode so you shouldn't ever feel rushed or anything. There is also an easier difficulty.
It's 15 seconds in combat it seems. The only frustrating thing I've come across with the brush is that sometimes I want to do something like a power slash and get some sort of spout instead. It's usually pretty good about knowing what you want to draw though. You dont have to use brush at all for most of the fights (but it makes them easier.)
I'm not sure if I could compare it to a 2D Zelda but I tried playing Phantom Hourglass and couldn't get into it because of the controls. I find Okamiden way less clunky to me and the control layout is pretty comfortable (except on the DSphat where I keep looking for my start button.)
Exploration is usually rewarding and the dungeons have a decent amount of puzzles... Just dont expect the Tower of Hanoi or anything.
Hmm, there's no denying brush use is pretty prevalent, but then again time freezes for 30 seconds when you go into brush mode so you shouldn't ever feel rushed or anything. There is also an easier difficulty.
It's 15 seconds in combat it seems. The only frustrating thing I've come across with the brush is that sometimes I want to do something like a power slash and get some sort of spout instead. It's usually pretty good about knowing what you want to draw though. You dont have to use brush at all for most of the fights (but it makes them easier.)
I'm not sure if I could compare it to a 2D Zelda but I tried playing Phantom Hourglass and couldn't get into it because of the controls. I find Okamiden way less clunky to me and the control layout is pretty comfortable (except on the DSphat where I keep looking for my start button.)
Exploration is usually rewarding and the dungeons have a decent amount of puzzles... Just dont expect the Tower of Hanoi or anything.
It's not developed by Bioware, so at least we're safe on that front! All sounds good - my only negative memories of Okami were running into instanced battles every 30 seconds in some parts, and them involving power-slash (and occasionally other powers) over and over again. If there's an easy mode so much the better.
And if the dungeon puzzles are anything like Okami 1's, they'll be perfect - I just feared that they'd be a bit less ambitious. I really haven't come across anything other than Okami that even comes close to the magical blend of tile puzzles/environmental awareness/tool use/light combat that Zelda's dungeon rooms have.
Also, the Wii version removed the end credits due to copyright issues.
Which was criminal.
I still enjoyed it.
Yeah, this is what rubs me the wrong way about the Wii port of Okami. It wasn't ported by Clover (which had been disbanded) and I think I heard that assets had to be remade from scratch because they were no longer available. The removal of the credits was a big middle finger to Clover.
It's not developed by Bioware, so at least we're safe on that front! All sounds good - my only negative memories of Okami were running into instanced battles every 30 seconds in some parts, and them involving power-slash (and occasionally other powers) over and over again.
Unless you're going for demon fangs you hardly ever needed brush powers in combat (aside from the occasional rejuvenation or element connect for very specific enemies), your weapons do way more damage than them.
Personally I always played with two upraded reflectors (double damage for using two reflectors plus instakill counters for big enemies) for normal battles and glaives for boss battles.
If they ever did Okami HD I hope they put in an extra difficulty level. The combat system is surprisingly deep if you actually bother doing more than just mash attack, you even see elements that would later end up in Bayonetta (like being able to dodge offset combos). A lot deeper than is required for the difficulty given, aside from the hidden challenges.
Really, I would not want on Okami HD remake. Just make another entry in the series and make that HD. An Okami in modern times would be interesting. You could have all the ancient demons and spirits crop up in the modern world.
What, Okami in an urban environment? Unless you ended up retaking the environment Flower-style, no thanks, running around beautiful natural environments was half the game.
We could take it even further. How about Amaterasu restoring a post apocalyptic land (brought upon by demonic influence of course)? It could start off with here barley existing and a spark of faith brings her back. Either that or it brings back adult Chibi.
Really, I would not want on Okami HD remake. Just make another entry in the series and make that HD. An Okami in modern times would be interesting. You could have all the ancient demons and spirits crop up in the modern world.
What, Okami in an urban environment? Unless you ended up retaking the environment Flower-style, no thanks, running around beautiful natural environments was half the game.
We could take it even further. How about Amaterasu restoring a post apocalyptic land (brought upon by demonic influence of course)? It could start off with here barley existing and a spark of faith brings her back. Either that or it brings back adult Chibi.
That would be totally awesome have the world get completely apocalypse'd and then Chibi or whomever has to restore it piece by piece.
Before playing Okamiden, I plan to finish the original game. Glad I bought an older PS3 model with PS2 compatibility. I didn't image that I have this much fun with the game. (At first glance I thought it is overrated because it is considered niche) The fights a bit simplistic, but its great to figure out how to defeat the enemy the fastest.
Sneaking into enemy base...
The graphics for the Wii version are basically that of the PS2 with the post processing turned off - no extra cell shading added, as some people claimed in various reviews. According to a programer of PS2 emulation software: "Okami does unholy things with the PS2's video output". That the game still looks great without the effect is a testament for the art direction. (Maybe some models/textures received an update in the Wii port, because some were lost after Clover disbanded - according to the Wikipedia entry. Progressiv + widescreen might be another plus for Wii version) - The control issues don't sound that hot, though
Okami's Wii controls were a textbook case of motion control being a detriment rather than a bonus if implemented badly. They weren't game breaking though, just occasionally infuriating.
The fights a bit simplistic, but its great to figure out how to defeat the enemy the fastest.
I know I said it a bit earlier, but fights are easy, rather than simplistic. If you ever do the hidden challenge gates you need to milk the system for all it's worth to survive; they're the equivalent of running the story mode of a fighting game on Easy mode and beating everything with a crouch-kick, then going against a real player.
Okami's Wii controls were a textbook case of motion control being a detriment rather than a bonus if implemented badly. They weren't game breaking though, just occasionally infuriating.
Frankly if you did that Tree blooming dance in less than 10 tries you are a ninja of some sort. I consider a mandatory cinema scene with no checkpoints having faulty controls game breaking though
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cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
edited March 2011
I want to say it took me about seven. God that sucked.
I'd never played the PS2 version, just went straight to Wii.
It was easily the longest adventure game I've ever played.
Color me intrigued then. Are you refering to the "Bottle head man"? Or are these challenge gates something else enterly? edit: ( I assume yes)
They're hidden challenge gates where you need to fight 10 rounds in a row (no quitting or it resets) of increasingly more challenging enemies. You don't just end up fighting multiple bosses from the game, you're thrown against upgraded bosses and ultimately an enemy you don't even get to fight in the game proper. It's hard and there's not a great chance you'll bump into them by accident.
Man, I cannot get demon parts to drop to save my life. I have to be doing something wrong.
You mustn't do any damage to them between dropping them to zero HP and slashing them. The moment your last hit 'kills' them bring up the brush interface and slash them.
[edit] And the tree blooming was a problem on the PS2 also, unless you lucked out and just happened to draw rejuvenations correctly by default. Basically, you need to draw a bit more than a full circle and the line must end up on the outside of the line that started the circle. If you cross them or just pull out sloppily it'll fail more often than not.
I'm really enjoying Okamiden so far, they've captured the feel and charm of the original game surprisingly well for being a different team and the soundtrack is fantastic. And I rather liked the first game (don't click if you've not finished the original and want the end rewards a surprise).
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Which was criminal.
I still enjoyed it.
It was interesting to say the least.
Realistic graphics? No you do it super stylized like in Okami just in modern times. Bad ass magic wolf god running around downtown tokyo fighting demons? Hell yeah that sounds rad as fuck.
I never asked for this!
Yeah, this is what rubs me the wrong way about the Wii port of Okami. It wasn't ported by Clover (which had been disbanded) and I think I heard that assets had to be remade from scratch because they were no longer available. The removal of the credits was a big middle finger to Clover.
What about people who like the 2D handheld Zeldas, for their sense of tight control, exploration, puzzley dungeons and simple combat? Was thinking it would make a good birthday present for my mum, since she's crying out for another handheld Zelda and REALLY didn't care for Phantom Hourglass/Spirit Tracks. I feel the combat is probably a little too fiddly going off the demo, but perhaps the full thing isn't so reliant on brush-use in battles.
It's 15 seconds in combat it seems. The only frustrating thing I've come across with the brush is that sometimes I want to do something like a power slash and get some sort of spout instead. It's usually pretty good about knowing what you want to draw though. You dont have to use brush at all for most of the fights (but it makes them easier.)
I'm not sure if I could compare it to a 2D Zelda but I tried playing Phantom Hourglass and couldn't get into it because of the controls. I find Okamiden way less clunky to me and the control layout is pretty comfortable (except on the DSphat where I keep looking for my start button.)
Exploration is usually rewarding and the dungeons have a decent amount of puzzles... Just dont expect the Tower of Hanoi or anything.
It's not developed by Bioware, so at least we're safe on that front! All sounds good - my only negative memories of Okami were running into instanced battles every 30 seconds in some parts, and them involving power-slash (and occasionally other powers) over and over again. If there's an easy mode so much the better.
And if the dungeon puzzles are anything like Okami 1's, they'll be perfect - I just feared that they'd be a bit less ambitious. I really haven't come across anything other than Okami that even comes close to the magical blend of tile puzzles/environmental awareness/tool use/light combat that Zelda's dungeon rooms have.
Or, you know, they couldn't use it.
Buncha jerks.
Couldn't use it or just didn't bother to? Did they contact Clover and ask or anything?
Personally I always played with two upraded reflectors (double damage for using two reflectors plus instakill counters for big enemies) for normal battles and glaives for boss battles.
If they ever did Okami HD I hope they put in an extra difficulty level. The combat system is surprisingly deep if you actually bother doing more than just mash attack, you even see elements that would later end up in Bayonetta (like being able to dodge offset combos). A lot deeper than is required for the difficulty given, aside from the hidden challenges.
Clover was defunct by that point wasn't it? Copyright issues can get a little fuzzy when the original company goes bust.
I am a freaking nerd.
It's not right to deny all the people who slaved over that game any semblance of credit.
We could take it even further. How about Amaterasu restoring a post apocalyptic land (brought upon by demonic influence of course)? It could start off with here barley existing and a spark of faith brings her back. Either that or it brings back adult Chibi.
That would be totally awesome have the world get completely apocalypse'd and then Chibi or whomever has to restore it piece by piece.
Terranigma style.
I never asked for this!
The graphics for the Wii version are basically that of the PS2 with the post processing turned off - no extra cell shading added, as some people claimed in various reviews. According to a programer of PS2 emulation software: "Okami does unholy things with the PS2's video output". That the game still looks great without the effect is a testament for the art direction. (Maybe some models/textures received an update in the Wii port, because some were lost after Clover disbanded - according to the Wikipedia entry. Progressiv + widescreen might be another plus for Wii version) - The control issues don't sound that hot, though
Frankly if you did that Tree blooming dance in less than 10 tries you are a ninja of some sort. I consider a mandatory cinema scene with no checkpoints having faulty controls game breaking though
I'd never played the PS2 version, just went straight to Wii.
It was easily the longest adventure game I've ever played.
You mustn't do any damage to them between dropping them to zero HP and slashing them. The moment your last hit 'kills' them bring up the brush interface and slash them.
[edit] And the tree blooming was a problem on the PS2 also, unless you lucked out and just happened to draw rejuvenations correctly by default. Basically, you need to draw a bit more than a full circle and the line must end up on the outside of the line that started the circle. If you cross them or just pull out sloppily it'll fail more often than not.
I'm really enjoying Okamiden so far, they've captured the feel and charm of the original game surprisingly well for being a different team and the soundtrack is fantastic. And I rather liked the first game (don't click if you've not finished the original and want the end rewards a surprise).
http://www.sotatoysonline.com/index.php?main_page=product_info&cPath=86&products_id=302
http://www.sotatoysonline.com/index.php?main_page=product_info&cPath=86&products_id=303
Okami merchandise is usually a must-buy for me too.
They're the ones Capcom was selling at PAX. It's not the $60 limited edition one that was sold in Japan however.
They don't look the same at all... the ears especially. I mean, they could be, but they're about half the price, and they don't look right.
http://www.newyork-tokyo.com/wp/2011/03/04/limited-edition-okamiden-plushies-at-pax-east-2011/
They look the same to me.
My bad. :P