Okamiden Masters the Art of Breaking Wind

Our latest look at Capcom's portable take on Okami was full of breaking wind.

You break wind to the left, you break wind to the right, you break wind straight on, all to show off the game's latest magic brush technique.

In Okamiden you work wolf pup Chibiterasu through the game with the help of magic brush strokes drawn on the touchscreen of Nintendo's DS. Each stroke of your stylus can impact the world, cutting through objects, creating paths, and, starting in chapter six of the game, blowing wind.

My short hands-on with Okamiden kicked off with Chibiterasu dropped into the middle of a thundercloud. To make it through the section, and arrive at shore, you need to use the Galestorm brush technique.


That means drawing a cursive lower case "e" in the direction the wind is blowing from. If you succeed, you counter the winds effects, if you fail the wind blows the tiny pup off screen.

The hands-on also gave me a brief glimpse of Chibiterasu's fourth partner in the game, Kurow. Kurow is described as a mysterious boy found inside a fallen star that landed on Ryoshima Coast.

After landing on the island, the short preview had me use a Waterspout brush technique to create a rainbow bridge. Sadly, it was a single rainbow bridge.

The hands-on wrapps up with my using the Powerslash brush technique to slash musical notes floating up from a "Thunder band." Once I managed to cut down all of the music, stopping the notes from floating off screen, the level wrapped up with my receiving the Thunderstorm scroll, which lets you draw lightning, and a drum, which makes you immune to lightning.


It was a short look at the game, but a reminder that Okamiden, while not the prettiest title I've seen on the portable, it certainly looks like it will be a fun game to play through.

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See, this is one of the things I don't like about the video game industry, but don't wander off because I'm going in a different direction than you think. I remember Kotaku announcing nearly a year ago that Okamiden was being made. I rejoiced.

I remember Kotaku announcing the details of the special edition about 6 months ago. I rejoiced.

I remember Kotaku posting just a few months ago some artwork and screenshots for Okamiden. I rejoiced.

But now, my interest in the game is starting to waver. The initial excitement has well and thoroughly worn off, and the time between updates are rather lengthy. I don't know why the game and movie industry feel the need to start advertising for something years in advance. In my experience, it either creates an unrealistic hype that only serves to make the actual product disappointing, or overexpose the product to the degree that I'm not nearly as excited as I had when it was first announced.

Am I the only one who feels this way? Doesn't it seem like the advertiser's time scale is way to stretched out, especially in these days of instantaneous knowledge sharing?