
(PS2)
Release Date: 7th February 2007
Developed By Clover Studio
Publisher: Capcom
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Review: Okami (PS2)
If imitation is the highest form of flattery, Clover Studio must be truly enamoured with Nintendo's Zelda franchise. Core similarities abound, from the mute protagonist and diminutive sidekick, to the use of upgrades to pass barriers, and even the inclusion of a fishing mini-game. Amaterasu, the leading role, is no green-clad pixie, though; she is the legendary white wolf who played an integral role in destroying Orochi, the eight-headed dragon who terrorised the land of Nippon 100 years ago.
Controlling Amaterasu (or "Ammy", as her tiny sidekick Issun likes to call her) is satisfying even without purpose or direction. She can jump and flip with wolf-like agility, and runs with a swiftness you'd expect. If you continue running, you'll break into a sprint, throwing up a trail of flowers behind you. Nurturing the land is the general idea here, and as Ammy pushes back the dark mists that cover it, makes trees and flowers bloom and feeds the wildlife, you'll earn 'faith', which can be used to increase your general attributes.
Okami is the most visually-striking release to hit the PS2, as you can probably tell just from the screenshots. It's beyond a simple cel-shading effect; everything looks as though it has been brushed with ink over a canvas, which fits in with the unique hook of the game - the ability to brush over any scene, using the analogue stick to crudely ink out simple shapes and lines. These trigger special powers, like slicing things in half, making trees bloom, generating gusts of wind or even bringing out the sunshine. Though underused at the start of the game, these brush techniques soon become essential tools in battle and not just a gimmick.
Though the PlayStation 2 handles the game smoothly for the most part, it does show signs of struggling. The distance fade-in is sometimes alarmingly close, with even large structures seemingly appearing from nowhere, and loading screens are more frequent than Gamestyle would like (despite discovering a hidden mini-game within them). Camera control switches between close-up automatic and distant manual at the press of a button; it usually holds up well enough, and you can invert either axis if you wish. Given the sad closure of Clover Studio, it seems unlikely that a conversion to Nintendo's Wii console will happen, which is a shame, as it could benefit from the freehand remote for controlling the ink brush, not to mention the improved graphics hardware. But even with its hiccups, you'd be hard pressed to find another game that looks as good as Okami does, next generation hardware or no.
Though the Zelda similarities continue throughout (dungeon locations rip ideas from Ocarina of Time, The Minish Cap and The Wind Waker, to name just three), Gamestyle found it was the differences that it appreciated more. It's refreshing to play a game of a comparable standard without falling back on its predictable staples ("oh look, a hook-shot, boomerang and glass bottle - what can these be used for?"). Painting crude shapes may be more abstract, but it's always surprising. In a similar vein, the choice to refer to real Japanese mythology for its back-story, rather than a fabricated fantasy land, allows for a rich culture to be portrayed though characters, settings and the wonderfully epic musical score.
The music treads an agreeable line between gentle oriental and overblown epic, with most of the bolder tunes residing in the great outdoor landscapes that link the towns, cities and caves together. Darker themes creep in when things get more serious, and it's all thoughtfully conducted, with only a small amount of repetition here and there. For those who see Okami to the end, a comprehensive music player awaits, so you can listen to your favourite pieces again.
Within the sparsely spread dungeons are familiar obstacles; locked doors, moving hazards, switches and contraptions all lead you around different rooms in a mainly linear fashion until you reach the boss or guardian at the end. More of Amaterasu's celestial brush techniques are discovered when each of the gods are freed from constellations in the sky (again, aided by your brush). It's slightly disappointing how little mental route-planning is needed from the player; on acquiring a new ability, Issun will tell you exactly what it can do and where you should use it. But wandering off the beaten track reveals a treasure trove of goodies and plenty to discover on your own, so don't dismiss those impassable barriers - you could be back there to break them down before you know it.
Between dungeons is a lot of to-ing and fro-ing, completing a varied selection of jobs, locating characters and generally being helpful. If Okami has faults, they mostly lie in how slowly the adventure kicks into gear. Be warned: the opening chapter features slow dialogue and a lengthy introductory cutscene, necessary to set the grand scale of this adventure into place. In light of the game's epic length (some 40 hours, disregarding treasure hunting), it seems churlish to complain about a few arduous minutes at the start. As Okami comes thundering towards its climax, you realise the sort of incredible scale this adventure has taken. Every time it seems it's coming to an end, another route opens up before you, leading to new adventures, new lands, and new characters, all intertwined as part of your overall quest.
The twists along the way are surprising and brought many a smile to Gamestyle's face. Okami is a thing of beauty, and although it treads one or two too many familiar paths, it never fails to follow its own as well.
Rating: 8 / 10
Not bad work for four guys in an office in Madrid. We wish them luck on their next project.
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