Okami started boring, stayed boring, and finished boring. Recycled bosses, "dit-dit-dot" style voices, almost impossible to die.
Hated that game, one of the most overrated games ever. #okami
For that much, and I know i'm a broken record for it, but it's seriously like as if both Clover/Platinum Games and Capcom forgot they made God Hand, unless you count Mad World which had its subtle references. #okami
@Foxstar is in love with Kotaku's two Brians.: Be that as it may, that doesn't mean God Hand wasn't a fun game. It's right up there with Beyond Good n' Evil, and, for the first month or two, No More Heroes before people decided to be a bit open minded to 'out-there games.'
No lie. It bombed. But honestly, out of all of the Clover games, God Hand was, and will be, the best PS2 game no one's ever played. #okami
The final run was kinda boring too. I don't understand all the hype behind this game. It's an "ok" Zelda clone with a pretty art style and some interesting gameplay mechanics with the brushwork.
On the other hand, the dialog is clumsy, the dungeons are boring, and the game overstays its welcome by about 10 hours.
I know my opinion is unpopular, but this game got praised to death for me. #okami
@naikou: It's strange. Okami and Mystical Ninja Starring Goemon follow the same progression across Japan over the course of their respective storylines. As Okami headed north, it became a bit of a chore, while Mystical Ninja hit perhaps the most brilliant moment in the game as it headed into the frozen northern wastes. #okami
@mintycrys is HOT for Bayonetta: It was a bit too long. I remember playing and thinking on three separate occasions that the game had ended. And it didn't.
Not that it's completely a bad thing. I thoroughly enjoyed every minute of the 35 hours I sank into it. #okami
@jellotek: I did feel a bit like that at the very end (though there is a plot beat around there that gave me a tear in my eye). The last boss is a bit anticlimactic.
I think my momentum for the game came from that first boss, the spider queen. That was probably one of my favorite boss fights of any game. Once you realize how the painting figures into the fight, it's one of those 'holy shit, this is cool' moments that I only get in 1 game out of 50 or so. #okami
I must be the only person who picked up okami and was pissed off by the long long long long boring text that went at a rate of 2 words per second.
Then I couldn't stop noticing that the graphical style was the result of a single, static, constant filter, and it started to hurt my eyes since I couldn't stop seeing the filter and not what was under it.
Also the graphical style was much more than just the filter. Case in point: the filter is all but gone in the Wii version but the graphical style still shows in spades. #okami
@CosmicElement: If you do decide to buy Okami, get it for the PS2. The Wii version cut out a lot of stuff, many of which had to do with Clover Studio. #okami
@PoweredByHentai: wait, is this true? This is the first I've heard about this in any reviews, comments or anything. Levels? Bonus features? What?
I will say though, that the thought of playing the game using the 2nd analog stick as a brush (I assume that's how it's done) sounds hellish to me. I wish the wii version hadn't mapped attacks or dodges (though i never used those) to controller shakes, but I can't imagine not using the pointer as the brush. #okami
@PoweredByHentai: They cut the final credits movie. That's it. That's not a 'whole lot of stuff' Don't fearmonger. And they cut it because they had no legal right to use it. #okami
@GohanGVO: The thought of using the nub to paint, coupled with the small screen size, sounds pretty painful. But I imagine it'd be doable. They need to release either a PS2 "greatest hits" copy or PS3 port or something. This game needs to be out there so people can play it. #okami
@GohanGVO:
PS2 actually used both analog sticks.
One for controlling the brush, the other for controlling the camera in paint mode.
Could you make the game work on the PSP? Sure. ALL control schemes are adaptable.
Would anybody in their right mind WANT to, though?
...probably not!
At any rate, an Okami port would suck on the PSP if only because it's the kind of game you want to play for long stretches at a time. That small screen would kill it for me quick.
I'm hoping that Okamiden is kind of structured a little differently so it lends itself to shorter play times. #okami
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Hated that game, one of the most overrated games ever. #okami
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I don't care what people really say about Okami. We need more creative games like Okami.
Besides Okami made me feel relaxed with the overall atmosphere. #okami
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For that much, and I know i'm a broken record for it, but it's seriously like as if both Clover/Platinum Games and Capcom forgot they made God Hand, unless you count Mad World which had its subtle references. #okami
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No lie. It bombed. But honestly, out of all of the Clover games, God Hand was, and will be, the best PS2 game no one's ever played. #okami
11/04/09
On the other hand, the dialog is clumsy, the dungeons are boring, and the game overstays its welcome by about 10 hours.
I know my opinion is unpopular, but this game got praised to death for me. #okami
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Not that it's completely a bad thing. I thoroughly enjoyed every minute of the 35 hours I sank into it. #okami
11/05/09
I think my momentum for the game came from that first boss, the spider queen. That was probably one of my favorite boss fights of any game. Once you realize how the painting figures into the fight, it's one of those 'holy shit, this is cool' moments that I only get in 1 game out of 50 or so. #okami
11/04/09
Then I couldn't stop noticing that the graphical style was the result of a single, static, constant filter, and it started to hurt my eyes since I couldn't stop seeing the filter and not what was under it.
Then I stopped playing. #okami
11/04/09
Also the graphical style was much more than just the filter. Case in point: the filter is all but gone in the Wii version but the graphical style still shows in spades. #okami
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I will say though, that the thought of playing the game using the 2nd analog stick as a brush (I assume that's how it's done) sounds hellish to me. I wish the wii version hadn't mapped attacks or dodges (though i never used those) to controller shakes, but I can't imagine not using the pointer as the brush. #okami
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[www.gamasutra.com]
[www.eurogamer.net]
At least Japan is getting the original credits restored. #okami
11/05/09
They also removed the filter that the PS2 had so a lot of things looked kind of unnaturally bright/colorful when I played with it.
I still hate the motion controls though. Fighting Nine-Tails was a huge pain in the arse with the motion controls. #okami
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I'd welcome more Okami. #okami
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Would it work just as well on a PSP? Would the jump from console to handheld work for this game?
I'm not sure, thats why i'm asking.
If it would, then bring on a PSP version of the game.
It might give a few more people the chance to experience the game. #okami
11/04/09
The most important aspect of Okami is the painting, and it wouldn't really work on the PsP. #okami
11/04/09
Personally, I would be more upset at the loss of camera control found in the PS2 version. #okami
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PS2 actually used both analog sticks.
One for controlling the brush, the other for controlling the camera in paint mode.
Could you make the game work on the PSP? Sure. ALL control schemes are adaptable.
Would anybody in their right mind WANT to, though?
...probably not!
At any rate, an Okami port would suck on the PSP if only because it's the kind of game you want to play for long stretches at a time. That small screen would kill it for me quick.
I'm hoping that Okamiden is kind of structured a little differently so it lends itself to shorter play times. #okami
11/05/09
@dowingba: Is the nub that bad? I would not know considering that I am not a PSP owner. #okami
11/04/09
Correct one: [cache.gawker.com] #okami
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But unfortunately, I know the same is true for games that start amazing and end up being stripped bare due to release schedules and what not. #okami
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