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Okami (PS2) Review
Posted by D.W. on 10.05.2006



Beautiful; it's a word that can mean so many things. To some, it represents an idea of aesthetic excellence, to others, it can be a way to describe an emotion derived from an event or an object. I racked my mind trying to think of how I could describe Okami, but I kept coming back to that word... beautiful.

To play Okami is to engage in an experience that is both wildly unique, yet strangely familiar. Despite its defined graphical style and innovative game mechanics, at its core is a game that has been done before, though with not nearly as much style. What really makes Okami so special is the way it immerses you in its world, making a connection with the player that can be difficult to describe to those that haven't been a part of it themselves.

The game starts as many of its genre do, with a history lesson. Apparently steeped in real Japanese mythology, it tells the tale of the great demon Orochi, an eight-headed badass that loved to terrorize the land of Nippon. Eventually, a warrior named Nagi and a white wolf named Shiranui teamed up and sealed away the monster, bringing a much needed peace to the land. Now, 100 years later, some nimrod lets Orochi free, and it's up to you, the sun goddess Amaterasu, to restore the land to its once luster and do away with Orochi for good.

Sounds easy enough, after all, you're a god. Just smote the evil and more on, but you're immediately met with three problems.

1) You've been reincarnated in the body of a wolf.
2) You've forgotten all of your powers.
3) Your only help is Issun, a wise cracking pervert who also happens to be the size of a flea.

What results is an epic adventure that will take you from one end of Nippon to the other (and everywhere in between) in an effort to cleanse the land of evil and help as many people as you can along the way.; a simple premise, but one that gives way to depth and innovation not often seen in the genre.


Thankfully, this guy's on your side.


Graphics

The very first thing one is likely to notice when playing Okami is the very distinguished art style. A variation of cel-shading with softened edges makes for an almost watercolor effect, with quite literally every moment of the game looking as if it belongs more in an art gallery than a PS2.

As the beginning of your journey, the world appears dull, lifeless, full of muted grays and browns, but as you progress, restoring nature to its rightful state, your eyes are assaulted with an array of bright colors that are usually reserved for the back row of a crayon box. Strange as it may sound, you'll never grow tired of watching the rapid fire spread of plant and animal life after fully clearing an area of evil.

The infected areas themselves are also very well done, surrounding Ammy in a cloud of dark kanji that's, quite frankly, really creepy. The same effect is used in fights, with a wall of kanji creating a battleground out of whichever terrain on which you happen to be standing.

While things are gorgeous enough when standing still, it's when the game is in motion that it really shines, exhibiting animation that not only looks great, but helps portray the emotions that the otherwise silent Amaterasu is feeling. Simple screenshots cannot do justice to Ammy running full speed through a restored area, old Mr. Orange dancing his pants off, or the effect of a dying tree springing to life with a simple brush stroke.


No need to worry, I think I saw this in a Peter Gabriel video once...


Gameplay

The core of Okami revolves around the use of the Celestial Brush, which allows Ammy to shape and change the world around her. By filling in constellations with the brush, fellow gods will appear to teach one of over a dozen brush techniques that can be used from that point on. It's the same "advance and learn new tricks" formula we've seen in adventure games for years, but what sets it apart is the way in which those abilities are used. Holding down R1 transforms the scene into a calligraphy board of sorts, from which you can proceed to create or destroy as you desire. Fill in a gap in a destroyed bridge and it's good as new, draw a circle around the top of a withered tree and it blossoms with color. What could have easily degenerated into a gimmick really shines as it integrates itself as a part of both exploration and combat, never feeling particularly forced in either case.

The fighting itself is rather straightforward to the most part. Battles themselves usually last no longer than 20 seconds, and are almost always avoidable. There is the expected array of upgradeable weapons, and experimenting with different offensive and defensive options proves to be much more fun that you'd expect. The only real time you'll ever feel slighted is when your 20 hours in and realize that you haven't died yet.

Even with all of the ways in which to dispatch your enemies, and the experience of several very innovative boss fights, you can't help but feel a bit cheated by the fact that your life was never really that much in danger. Despite all of its artistic advances, Okami can, at times, be almost too easy. Puzzles are mind-numbingly simple and Issun will quite literally spell things out for you the second you get stuck. Compounding this are a multitude of power ups and status bars that would be useful in a more difficult game, but come off as unnecessary here. For instance, every piece of fruit Ammy picks up works towards filling up an "Astral Pouch" which brings her back after death, making you wonder if Clover Studio actually went through the trouble of making a Game Over screen. Combining this with things like Godhood (a feature I still don't fully understand and never needed to use) results in issues that would cripple a lesser game, but only serve as minor nuisances here, as the strength of the narrative and the overall package are more that enough to make up for it.

Sound

As expected, the music in Okami is of a decidedly Japanese tone, using classical instrumentation to give the environments more of the other-worldly feel, while at the same time being flexible enough to punctuate moments of humor (of which there are many). None of the characters are voice acted, instead accompanied by indistinct mumbles and sound effects, an artistic choice that only serves to enhance the style that the graphics establish.


It's like Art Class, except you can't detention for sniffing the markers.


Lasting Appeal

Okami is surprisingly long; logging in around 30 hours on the first play-through. Completing the game allows you to start over with all of the abilities that you earned the first time, not unlike the New Game+ feature found in some RPGs, allowing you tackle the variety of secrets, side quests and minigames that you may have passed by the first time. There’s a lot to see, and there’s definitely enough incentive to embark on at least a second play through.

Fun Factor

From the simple loading screen minigames, to memorable characters such as the Great Warrior Susano and the constantly underdressed wood sprite Sakuya, the game leaves a certain impression on you, one that lasts long after the quests have ended. You’re unlikely to find another game like it, and it’s the type of game that we may never see again.


Something tells me he's not filled with candy.


The 411

One of the most polished and intriguing adventures, not just on the PS2, but perhaps all time. A game this good makes you wonder: if this can be done on a dying console, why do we need a new generation?


Graphics10.0Fantastic use of the existing hardware and an art style that you'll never grow tired of looking at.411 Elite Award
Gameplay9.0A mix of innovations and genre conventions make for a formula that's creative, yet accessable. 
Sound9.5A classical soundtrack that fits the atmosphere, along with sound effects so charming that you won't miss the lack of voice acting. 
Lasting Appeal9.0Lots of extras, side quests, minigames, and an epic length make it 
Fun Factor 9.5One of the best single player experiences of all time. 
Overall9.5   [  Amazing ]  legend


Screenshots
 
All 1 Okami Screenshots


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