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ZephosClimbin in yo ski lifts, snatchin your people up.MichiganRegistered Userregular
edited February 2007
Yes.
honestly, i never beat it, but yes, and thats a very hard yes.
its a great game.
as for why i didnt finish it, i lost the drive because i thought i'd be playing zelda soon after i bought it, then that didnt happen either. but thats another story all together.
Absolutely. It's an amazing game with a beautiful world, great characters, and possibly the greatest music I've ever heard in a game (well at least close to SOTC).
I can't say I regret my purchase, but I finished the game feeling pretty disappointed.The game has some pretty amazing moments, but the plot makes no sense whatsoever and there's way too much dialogue—as much as a traditional RPG (some of which is well-written, but most of which could use a dose of the Zelda writers' succinctness). The celestial brush is pretty cool though.
On a scale of Zelda-clone action adventure games, I'd put Okami above Star Fox Adventures but below Beyond Good and Evil.
It is easy, though. And I mean like, easier than Wind Waker easy. In fact, it very well may be completely impossible to die.
Period.
that doesn't mean its a bad game.
if you die every 3 seconds does that make it a good game?
do you have to die to make it a good game?
Edit: well, i realize you aren't saying that its a bad game because you cant die. I'm just curious what makes you feel that just because you didn't die makes it an easy game?
It is easy, though. And I mean like, easier than Wind Waker easy. In fact, it very well may be completely impossible to die.
Period.
that doesn't mean its a bad game.
if you die every 3 seconds does that make it a good game?
do you have to die to make it a good game?
Edit: well, i realize you aren't saying that its a bad game because you cant die. I'm just curious what makes you feel that just because you didn't die makes it an easy game?
You can't really die in any Zelda games either. Unless you have a heart attack and make link sit in a room of enemies while you die.
TPs flaws are that it's a GAMECUBE game trying to pretend it's a Wii game. Same thing? Tell that to my trannie friend.
Ginsane on
Live!: Burnout Cowboy - DS: Too many.
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ZephosClimbin in yo ski lifts, snatchin your people up.MichiganRegistered Userregular
edited February 2007
I think we may be onto something interesting.
I didn't really die at all in my Okami experience either, but i sure as hell didn't find the game easy.
to me judging a games relative easyness by number of deaths is really a throwback to sidescrollers. I mean, that mario shit was hard, and when it got hard, you died.
What i really find now though is that games can retain the challenge without just killing off the player.
Edit: and on this note, how many times do you have to die before it becomes just frustrating (God of War Hades blades, i'm talking to you)
It is easy, though. And I mean like, easier than Wind Waker easy. In fact, it very well may be completely impossible to die.
Period.
I don't think my astral pouch (the extra lives mechanic) was empty since the first brush technique in Kamiki village.
After a while, it wasn't so much "try not to die" as "try to get the most demon fangs and win in the fastest time". The only real downsides to this game are the complete lack of difficulty and the exceptionally well-hidden sidequests. (I had to look up where to find Sei-An thief Hayazo.)
I didn't really die at all in my Okami experience either, but i sure as hell didn't find the game easy.
to me judging a games relative easyness by number of deaths is really a throwback to sidescrollers. I mean, that mario shit was hard, and when it got hard, you died.
What i really find now though is that games can retain the challenge without just killing off the player.
Edit: and on this note, how many times do you have to die before it becomes just frustrating (God of War Hades blades, i'm talking to you)
I don't think you should die while exploring. That's lame and frustrated.
Battles, though, should always bring you to the brink of death. That's the whole point of battles. They're supposed to be intense.
It's even more annoying in a game like Okami because the battle system was relatively deep (it's a Capcom game after all) and there was a lot of room to experiment with different techniques and weapons. But you absolutely never needed to in the game because you could kill most enemies just by button mashing. It's also a shame because a lot of the enemies in Okami were extremely cool-looking and well designed. But you cut through them like paper, so you don't really get to appreciate fighting them.
Okami was my unwind-after-work game for quite awhile. The art and music are incredibly relaxing and the gameplay is fun without being frustrating. There is a quest journal thing so you never have to worry about forgetting what you're supposed to be doing (conducive to short play sessions, if you need them).
The game does have a couple of execution flaws, but it is easily one of my favorite games in recent memory. It's a tough call, but I think I like it better than Zelda:TP.
Yes, yes, yes! It's a great buy, especially if you're the type to really get sucked into the game's world. Wonderful characters, a fascinating art style, truly wonderful music (I've got it on CD, and I still play it now and again)... wonderful stuff.
Don't expect the actual game design to equal or top Zelda though... the puzzles aren't quite as creative or varied. Still, it only just falls short, and remains much, much better than the average.
its like a zelda game...but with different conventions.
fun, simple combat, fun places to explore and a great interface.
characters are great but the story is pretty much the same as a million others.
i got this game a couple months back and i am still playing it. i assume one could beat the game in half the time i've taken or less but i just love everything about it, i rarely push the plot forward.
This game is just under Twilight Princess in terms of gameplay... and it's longer.
Longer?
Both games took me 40 hours. And a lot of Okami's 40 hours was sitting through interminable conversations.
Zelda has 9 dungeons. Okami has 5, plus a lame last dungeon. None of Okami's dungeons were as good as TP's. The overworlds are about the same size (Okami has more towns) and there are probably about the same amount of sidequests. But Zelda's main adventure has much more content than Okami's, and the overworld parts were a lot more exciting and gameplay-based.
Okami was my unwind-after-work game for quite awhile. The art and music are incredibly relaxing and the gameplay is fun without being frustrating. There is a quest journal thing so you never have to worry about forgetting what you're supposed to be doing (conducive to short play sessions, if you need them).
The game does have a couple of execution flaws, but it is easily one of my favorite games in recent memory. It's a tough call, but I think I like it better than Zelda:TP.
sorry to DP but the "unwind-after-work game" is perfect. i continue to use it to this day for that purpose. there is nothing more relaxing than sipping a coffee or beer while i feed animals in the game. it brings a calm over me to just think of it.
I didn't really die at all in my Okami experience either, but i sure as hell didn't find the game easy.
to me judging a games relative easyness by number of deaths is really a throwback to sidescrollers. I mean, that mario shit was hard, and when it got hard, you died.
What i really find now though is that games can retain the challenge without just killing off the player.
Edit: and on this note, how many times do you have to die before it becomes just frustrating (God of War Hades blades, i'm talking to you)
I don't think you should die while exploring. That's lame and frustrated.
Battles, though, should always bring you to the brink of death. That's the whole point of battles. They're supposed to be intense.
It's even more annoying in a game like Okami because the battle system was relatively deep (it's a Capcom game after all) and there was a lot of room to experiment with different techniques and weapons. But you absolutely never needed to in the game because you could kill most enemies just by button mashing. It's also a shame because a lot of the enemies in Okami were extremely cool-looking and well designed. But you cut through them like paper, so you don't really get to appreciate fighting them.
The bosses were good, mostly.
That is exactly what I meant. I kind of have the same complaint with TP... Lots of cool moves, but everything in your path is a blubbering vagina, so you have to go out of your way to use them.
It made the upgrades feel completely pointless, you know?
It gets a little long in the tooth about 30 hours in, but that is literally the only complaint I have about the game.
The game could've benefitted from being 10-15 hours shorter. Aside from that, though, it was wonderful. The only reason it's not my game of the year is because of GoW and TP, both of which were also stellar.
It is pretty easy, but I didn't mind. The boss battles never felt like cakewalks, it always felt like I was earning my progress. The fact that I only died once is fine with me, because the battles felt challenging enough. It's just that I was always up to the challenge. I actually find this to be something of the nirvana of gameplay balance. If you can make people feel like they're working hard, but not actually kill them, you've done your job admirably.
ElJeffe on
I submitted an entry to Lego Ideas, and if 10,000 people support me, it'll be turned into an actual Lego set!If you'd like to see and support my submission, follow this link.
It's amazing. one of the ps2's finest. FFXII, Okami, Zone of the Enders 2: the second runner being the top 3 for the ps2 in my book. Okami is rivaled only by my love for final fantasy and that's it.
It is easy, though. And I mean like, easier than Wind Waker easy. In fact, it very well may be completely impossible to die.
Period.
that doesn't mean its a bad game.
if you die every 3 seconds does that make it a good game?
do you have to die to make it a good game?
Edit: well, i realize you aren't saying that its a bad game because you cant die. I'm just curious what makes you feel that just because you didn't die makes it an easy game?
For me it made it a bad game I will never probably beat. There was ZERO consequences for your actions. also the enemy encounters were kindda disjointed and not fun for me.
The game starts off great, but ugh... it's so easy that it's kind of boring.
It is easy, though. And I mean like, easier than Wind Waker easy. In fact, it very well may be completely impossible to die.
Period.
that doesn't mean its a bad game.
if you die every 3 seconds does that make it a good game?
do you have to die to make it a good game?
Edit: well, i realize you aren't saying that its a bad game because you cant die. I'm just curious what makes you feel that just because you didn't die makes it an easy game?
For me it made it a bad game I will never probably beat. There was ZERO consequences for your actions. also the enemy encounters were kindda disjointed and not fun for me.
The game starts off great, but ugh... it's so easy that it's kind of boring.
You're a god though. It would really bug me if fucking imps placed her life in mortal danger. For me, the challenge was primarily in dispatching enemies as quickly as possible. Which I got damn good at.
I didn't really die at all in my Okami experience either, but i sure as hell didn't find the game easy.
to me judging a games relative easyness by number of deaths is really a throwback to sidescrollers. I mean, that mario shit was hard, and when it got hard, you died.
What i really find now though is that games can retain the challenge without just killing off the player.
Edit: and on this note, how many times do you have to die before it becomes just frustrating (God of War Hades blades, i'm talking to you)
I don't think you should die while exploring. That's lame and frustrated.
Battles, though, should always bring you to the brink of death. That's the whole point of battles. They're supposed to be intense.
It's even more annoying in a game like Okami because the battle system was relatively deep (it's a Capcom game after all) and there was a lot of room to experiment with different techniques and weapons. But you absolutely never needed to in the game because you could kill most enemies just by button mashing. It's also a shame because a lot of the enemies in Okami were extremely cool-looking and well designed. But you cut through them like paper, so you don't really get to appreciate fighting them.
The bosses were good, mostly.
That is exactly what I meant. I kind of have the same complaint with TP... Lots of cool moves, but everything in your path is a blubbering vagina, so you have to go out of your way to use them.
It made the upgrades feel completely pointless, you know?
Eh, I had to pull out all the stops against the darknuts and the last boss. But I stopped getting heart containers when I realized how easy the game was.
Which leads me to think that Okami would be more enjoyable if you never upgraded your stuff. Word to the wise (and potential buyers)—don't upgrade your life bar!
Okami is very good Zelda-style game, though it's very easy, and the end of the game kinda sucks (last boss is just stupid, I don't care what anyone says). The unskippable cutscenes and slow moving conversations tend to bog down the otherwise fast pace of the game.
Really though, it is one hell of an adventure, topped only by the games it is closely modeled after.
Absolutely! I'll echo what other people have said in that it would have been better a few hours shorter. (the plotline became incomprehensible after Kamui, and having to fight one pitifully easy boss three times was irritating) Still, when your biggest complaint is that there's too much content, that ain't too bad. A lot of interesting ideas.
Also contains some ball-breakingly hard/cheap sidequests. [spoiler:4c01c7824f]Blockhead Grande/Kamui Demon gate, I'm looking at you. Luckily, pieces of paper on the screen and vengeance slips would prove to be your undoing![/spoiler:4c01c7824f]
Absolutely! I'll echo what other people have said in that it would have been better a few hours shorter. (the plotline became incomprehensible after Kamui, and having to fight one pitifully easy boss three times was irritating) Still, when your biggest complaint is that there's too much content, that ain't too bad. A lot of interesting ideas.
Also contains some ball-breakingly hard/cheap sidequests. [spoiler:5bdfe66913]Blockhead Grande/Kamui Demon gate, I'm looking at you. Luckily, pieces of paper on the screen and vengeance slips would prove to be your undoing![/spoiler:5bdfe66913]
I teamed up with my wife for that one (still took 20 minutes).
Posts
In every way, yes!
The best the games for PS2 are Shadow of the Colossus, Okami and Ico, in that order.
It's also fucking long. It's about the length of three regulation-sized games.
honestly, i never beat it, but yes, and thats a very hard yes.
its a great game.
as for why i didnt finish it, i lost the drive because i thought i'd be playing zelda soon after i bought it, then that didnt happen either. but thats another story all together.
And better graphics. ...Okay different graphics.
I can't say I regret my purchase, but I finished the game feeling pretty disappointed.The game has some pretty amazing moments, but the plot makes no sense whatsoever and there's way too much dialogue—as much as a traditional RPG (some of which is well-written, but most of which could use a dose of the Zelda writers' succinctness). The celestial brush is pretty cool though.
On a scale of Zelda-clone action adventure games, I'd put Okami above Star Fox Adventures but below Beyond Good and Evil.
I win life! Also, Link doesn't have an anus. But I guess he doesn't need to draw with his magic feces.
Period.
if you die every 3 seconds does that make it a good game?
do you have to die to make it a good game?
Edit: well, i realize you aren't saying that its a bad game because you cant die. I'm just curious what makes you feel that just because you didn't die makes it an easy game?
Both games have amazing art design.
Okami's in-game cel-shaded graphics did a much better job of giving life to that art design than TP's in-game polygonal graphics.
However, Okami has a lot of pop-in. TP's technical flaws are less distracting.
Wind Waker looks noticeably better than Okami, I think.
You can't really die in any Zelda games either. Unless you have a heart attack and make link sit in a room of enemies while you die.
TPs flaws are that it's a GAMECUBE game trying to pretend it's a Wii game. Same thing? Tell that to my trannie friend.
I didn't really die at all in my Okami experience either, but i sure as hell didn't find the game easy.
to me judging a games relative easyness by number of deaths is really a throwback to sidescrollers. I mean, that mario shit was hard, and when it got hard, you died.
What i really find now though is that games can retain the challenge without just killing off the player.
Edit: and on this note, how many times do you have to die before it becomes just frustrating (God of War Hades blades, i'm talking to you)
After a while, it wasn't so much "try not to die" as "try to get the most demon fangs and win in the fastest time". The only real downsides to this game are the complete lack of difficulty and the exceptionally well-hidden sidequests. (I had to look up where to find Sei-An thief Hayazo.)
Battles, though, should always bring you to the brink of death. That's the whole point of battles. They're supposed to be intense.
It's even more annoying in a game like Okami because the battle system was relatively deep (it's a Capcom game after all) and there was a lot of room to experiment with different techniques and weapons. But you absolutely never needed to in the game because you could kill most enemies just by button mashing. It's also a shame because a lot of the enemies in Okami were extremely cool-looking and well designed. But you cut through them like paper, so you don't really get to appreciate fighting them.
The bosses were good, mostly.
It gets a little long in the tooth about 30 hours in, but that is literally the only complaint I have about the game.
Okami was my unwind-after-work game for quite awhile. The art and music are incredibly relaxing and the gameplay is fun without being frustrating. There is a quest journal thing so you never have to worry about forgetting what you're supposed to be doing (conducive to short play sessions, if you need them).
The game does have a couple of execution flaws, but it is easily one of my favorite games in recent memory. It's a tough call, but I think I like it better than Zelda:TP.
Don't expect the actual game design to equal or top Zelda though... the puzzles aren't quite as creative or varied. Still, it only just falls short, and remains much, much better than the average.
Go buy. Isn't this out in Europe by now?
So yeah, get this game for sure. And tell all your friends to get it and make capcom regret dissolving Clover.
fun, simple combat, fun places to explore and a great interface.
characters are great but the story is pretty much the same as a million others.
i got this game a couple months back and i am still playing it. i assume one could beat the game in half the time i've taken or less but i just love everything about it, i rarely push the plot forward.
Both games took me 40 hours. And a lot of Okami's 40 hours was sitting through interminable conversations.
Zelda has 9 dungeons. Okami has 5, plus a lame last dungeon. None of Okami's dungeons were as good as TP's. The overworlds are about the same size (Okami has more towns) and there are probably about the same amount of sidequests. But Zelda's main adventure has much more content than Okami's, and the overworld parts were a lot more exciting and gameplay-based.
sorry to DP but the "unwind-after-work game" is perfect. i continue to use it to this day for that purpose. there is nothing more relaxing than sipping a coffee or beer while i feed animals in the game. it brings a calm over me to just think of it.
and i think quibblebarf is an appropriate word to describe how it sounds.
nothing against the forum user, i just saw the name and i knew thats what that sound was.
That is exactly what I meant. I kind of have the same complaint with TP... Lots of cool moves, but everything in your path is a blubbering vagina, so you have to go out of your way to use them.
It made the upgrades feel completely pointless, you know?
The Cave of Ordeals is nothing compared to the Kamui demon gate. NOTHING.
The game could've benefitted from being 10-15 hours shorter. Aside from that, though, it was wonderful. The only reason it's not my game of the year is because of GoW and TP, both of which were also stellar.
It is pretty easy, but I didn't mind. The boss battles never felt like cakewalks, it always felt like I was earning my progress. The fact that I only died once is fine with me, because the battles felt challenging enough. It's just that I was always up to the challenge. I actually find this to be something of the nirvana of gameplay balance. If you can make people feel like they're working hard, but not actually kill them, you've done your job admirably.
buy it now.
360 Gamertag: Baronskatenbass Steam: BaronVonSnakPak HgL: AnsonLuap
For me it made it a bad game I will never probably beat. There was ZERO consequences for your actions. also the enemy encounters were kindda disjointed and not fun for me.
The game starts off great, but ugh... it's so easy that it's kind of boring.
Which leads me to think that Okami would be more enjoyable if you never upgraded your stuff. Word to the wise (and potential buyers)—don't upgrade your life bar!
For the first like 3 hours I had no idea there was even a life bar in the game because I took no damage at all.
I never asked for this!
Really though, it is one hell of an adventure, topped only by the games it is closely modeled after.
Also contains some ball-breakingly hard/cheap sidequests. [spoiler:4c01c7824f]Blockhead Grande/Kamui Demon gate, I'm looking at you. Luckily, pieces of paper on the screen and vengeance slips would prove to be your undoing![/spoiler:4c01c7824f]