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As the PlayStation 2 heads down the 'ole dusty trail' into the sunset
of our memories, there may be some skeptics, properly basking in
the sun of one of those new-fangled systems, who say that the system
is outdated, underpowered and incapable of producing a game of next-gen
caliber. Those people are better off not being let in on the secret
that Sony's middle child is still the superior console on
the market - a fact that gamers are having drilled into their heads
at the moment by the likes of Rogue Galaxy, Final
Fantasy XII, God of War II, Burnout: Dominator and Okami.
As
great as all these games are, one of them shines above the rest
as not only a new commodity, but as a shining pillar of originality
and artistic integrity - and that game is Okami. This overly Japanese
game tells how the Shinto Sun Goddess, Amaterasu, restores peace
to ancient Nippon (Japanese for Japan) by defeating the eight-headed
dragon Orochi and his commanding powers of evil with the Celestial
Brush. Using an awe-inspiring graphic style heavily influenced by
Japanese art, refined action adventure gameplay mixed with calligraphy
(not a typo) and storytelling on par with the best Disney and Hayao
Miyazaki animated films, Okami is one of the top games not only
in the PlayStation 2's library but in the history of gaming.
Yikes,
huh? That's a pretty bold statement, I know - "one of the top games
in the history of gaming." Considering that I have played some pretty
big time games in the past six months alone - Final Fantasy XII,
Legend
of Zelda: Twilight Princess, Bully,
Kingdom
Hearts II, Guitar
Hero II - and not one of them pulled that sort of response from
me. What sets Okami apart from these other blockbusters?
The
first answer to that question is the most obvious - the graphics.
Okami steps into the gray area between video games and art, shedding
a world of color on the subject. The graphics and art design for
the entire game are based on a historic and legitimate art style,
the Eastern Asian ink and wash styles known as mo-shui, suibokuga
and sumi-e. The backgrounds, landscapes and characters are all created
on top of a faux canvas (which you can see exposed in the empty
sky) using a mix of the ink and wash styles combined with the present
day anime-style, cel-shaded style of art, seamlessly combining the
two styles into one harmonious hybrid. The effect is something of
a living painting, where the objects - with thick black outlines
colored in with the most vibrant of paints - move as they are being
painted onto the canvas, with a natural grace that only a truly
gifted artist could tear from their imagination and replicate through
their fingers.
Remnants
of art history and appreciation classes from college aside, Okami
looks and moves unlike any other game in the history of gaming.
By using this type of graphics engine, Clover has created an entire
world that almost never suffers from blurry textures, as there is
only one real texture, at least in video game terms, in the game
- the canvas. Everything else is a trick played on the eyes through
the use of thick, black outlines, shadowing and exploiting the color
palette. Enemy placement is handled in a way that areas are both
populated and not, which most have been to keep the areas as clear
as possible and keep the entire thing moving with as few frames-per-second
hiccups as possible. This allowed Clover to worry less on what minute
details may need to be removed for performance's sake, such as a
soft breeze blowing through the flora or the dust and flowers that
Amaterasu kicks up as she moves. There are so many amazing subtle
details that you could spend hours roaming around, just soaking
in all the visuals game has to offer. If you have seen screenshots
and little movies of the game in action and find what I have said
hard to believe then you need to see this game on a TV, face to
face, in action. Watching your actions played out in front of you
in such beauty and allure may be the only way to make my comments
tangible.
The
second answer to what sets Okami apart from the other blockbusters
is storytelling. What Clover and Capcom have put together here may
be the single greatest adaptation of a Japanese game ever. They
had the deck stacked against them, bringing over a game completely
based on a country and culture's history, mythology and religion
that is foreign to many gamers. With a setting at an unknown juncture
in Japan's history, the majority of Okami's inhabitants had been
living peacefully since the banishing of the eight-headed demon
Orochi by the legendary warrior Nagi and white wolf Shiranui. But
as time and peace have a way of eroding fact into fiction, an unbeliever
in the tale of Orochi disturbs his resting place, inadvertently
reviving him in the process.
As
Orochi begins to retake Nippon with an evil darkness, everything
is sent into turmoil. One of the nature sprites, Sakuya the wood
sprite, uses the last of her shrinking power to bring back Shiranui
as Amaterasu, the Shinto sun goddess. Sakuya tells her of the thirteen
Celestial brush techniques that are the key to ridding Nippon of
the darkness and Orochi. Issun, a miniature wandering artist based
on Japanese folklore, appears from within Sakuya's kimono and decides
to accompany Amaterasu as her guide. Though he is supposed to help
'Ammy' by being her voice and her navigator, he tends to speak without
thinking, as well as insinuating ulterior motives, as he wants to
become Nippon's greatest artist by way of the Celestial brush techniques.
Thankfully,
despite the heavy dose of historical culture, the game demands no
previous experience of Japan (although some pronunciation experience
will come in handy). Any previous knowledge you may have though
will only serve to increase your enjoyment of Okami, as you can
pull deeper into the mythology with which it plays. This balance
of knowledge and naivety leads to success because of the localization
team; by approaching the situation knowing that compromising the
story for the sake of the Western populace would only cause irreparable
damage to the overall experience - or so I can assume - the story
suffered from zero cultural confusion, allowing for the rich, engaging
story to be the player's only focus. Not that I am sure Okami could
be 'white-washed' so to speak, in the first place without making
a completely futile final product, but still - there is no denying
the localization team's amazing effort here.
But
simply keeping the with the original storyline, names and characters
isn't enough to carry Okami; its script also demanded special attention,
especially when there is no real voice acting in the game. Again,
Okami does not disappoint. Every character in the game that speaks
- Amaterasu lost her voice when she became a wolf - has very authentic
personalities as they lay down sarcastic replies, witty observations,
selfish motives and magnanimous expressions - sometimes all at the
same time. Issun's crass personality, Susano's bumbling over-confidence,
Waka's pretentiousness; every person you come into contact with,
minor or major, has such distinct traits and individual personalities
that it makes talking to NPCs really entertaining. I would make
the comparison to other videogames, but Okami really transcends
the medium, landing on a plain generally reserved for classic animated
films such as Spirited Away or Toy Story, which took
large casts of characters and imbued them all with a feeling of
genuine originality. Even Amaterasu is shown to have a unique personality
through facial expressions, body language and wolf sounds, further
brought to life by Issun's reactions to her actions. I am a firm
believer that the silent lead character in a story-based game is
an archaic device that long ago needed to be abandoned, but Clover
was able to tackle this with grace and skill while not compromising
the story or Amaterasu's character. Nintendo - you should take your
notepad out.
The
third answer to what sets Okami apart from the other blockbusters
is its gameplay. With a loose progression style that puts gamers
in a wide open world that can be explored and unlocked at the your
discretion, as well as the tasks handed out by NPCs that reward
you with items and favors, plus the large bosses, the game appears
to be a 3D adventure in the vein of the Nintendo's Legend of Zelda
series. But that style is only what Okami uses as its gameplay foundation
- the Celestial Brush is what sets it apart as an innovative one-of-a-kind.
By
holding down R1, the in-game action freezes as you take control
of the Celestial Brush. The entire background turns a pale, natural
brown color while any objects and characters become varying shades
of black - a process that is much like turning a color picture grayscale.
From here you can tap the brush techniques you have learned so far
and change the world around you by literally painting symbols on
top of it. This is the key to everything, from fighting random enemies
to solving puzzles to defeating the massive bosses; there is very
little in the game is not tied directly to the Celestial Brush is
some fashion or another.
Dab
the nighttime sky to fill in stars missing from a constellation
to discover a Brush God who will imbue you with a new brush technique.
Draw a circle in the sky to make the sun rise, or a circle on a
tree to bring it back to life. Tie up the giant spider queen and
expose her weak spot by painting lines from her legs to floating
bulbs to flip her upside down. Cut enemies otherwise impenetrable
to regular attacks by drawing a line through them. Some of these
changes are subtle, others are very direct, but it is in the flawless
pacing and placement of puzzles of brush techniques that keep these
moments as far away from monotony as possible.
I
have never played or heard of a console game that allows you to
interact with the game world in such a creative way and a lesser
development team may not have been able to meet the task with the
adroitness of Clover. There is no blueprint for this type of gameplay
and poor pacing or implementation of the Celestial Brush could have
brought the entire project down on all fours. However, they have
succeeded beyond all expectations.
Even
with all this glowing praise, Okami has its fair share of blemishes
that keep it from the coveted perfect score. The game starts off
by leading you around carefully, keeping you on a short leash while
you learn how the game plays, thinks and works. Then suddenly, this
handholding is relinquished, leaving you with no idea on how to
progress or to accomplish a given goal. This leads to wasted time,
roaming around, talking to everyone you met in hopes of receiving
the necessary quest that is the key to progression. The map doesn't
always ease the pain either, as it will have marks on it that aren't
fully explained. Finally, not all of the Celestial Brush techniques
are calibrated properly. Some take into consideration that the analog
stick doesn't provide pinpoint accuracy, others don't yet still
ask for it, such as the vine technique, where you connect objects
to floating bulbs with vines. This can be a huge problem during
the log-ride mini-game and the spider queen boss fight, where the
luxury of time and patience do not exist. And, of course, there
are a few instances of annoying or broken camera angles, especially
during the handful of times the game turns to a static camera.
Okami,
for a few minutes in the beginning, will give the impression of
a short title, but that notion is quickly wiped clean to reveal
an expansive tale that should at least pass the thirty hour barrier
for even the most grizzled gaming veteran. As you make your way
through the game and your powers grow, you are given the keys to
unlocking many of the secrets and side quests - of which there is
seemingly an endless supply of. To truly experience everything this
game has to offer could leave a gamer with a game time of well over
sixty hours. The only knock on the lasting appeal is that there
is little incentive for the non-completist to indulge in an extra
twenty or thirty hours of plant reviving, statue praying, curse
removal and other tasks that can become monotonous when strung together
instead of properly spaced apart, but even so, the main adventure
is still far longer than you would expect.
The
few negative marks I came up with are, honestly, minor at best.
The difference between perfection and near perfection in video gaming
is a minute margin at best and it's a testament to the quality of
Okami that as I found myself reaching for any significant downfall
to point out, I could not find a single one. Rarely does a game
come along that can push the boundaries of our gaming perceptions
while still appealing to the facile sensibilities of the masses
- and as such this really is one of gaming's greatest achievements.
Reviewed by Tony Peters for AceGamez (All Rights Reserved).
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