Okamiden

Wolf parade.

Okami is, in my estimation, the only challenger ever to have beaten Zelda at its own game. It shared Zelda's themes and its structure – exploration and discovery, gentle but absorbing puzzling, an unobtrusive but captivating narrative gently ushering you through a sequence of towns and dungeons whilst leaving you free to distract yourself.

However, its personality was stronger. It had irrepressible wit and breathtaking artistic direction, and an entirely unique, game-changing idea in the Celestial Brush; it remains one of the most beautiful and memorable games you could ever play.

No one bought it, depressingly. But it was just too beautiful to be allowed to fade away. After Clover Studios dissolved, two senior members of staff at Capcom took Okami on. Both are huge admirers of the original game and both are committed to taking it further.

They are Motohide Eshiro and Kuniomi Matsushita, producer and director. They showed me a translated section of Okamiden at the Tokyo Game Show this year, a few weeks before its Japanese release.

"By the time Okami came out at the end of the PS2 lifecycle it was overshadowed by other news," says Eshiro, on being asked whether he felt the game met its full potential. "The timing for it just wasn't there. But it did reach a good amount of people, enough that it started to get known, and every time we released a new version of the game – the PS2 original, the Best Price version, then the Wii version – we saw sales going up.

"We wanted to make a game for that fanbase, but not just for them – it needed to be put into new people's hands as well, and the way we wanted to do that was by bringing it to the DS. It has such a huge install base, and you can make a game that's more affordable to a larger group of people."

"There are a lot of people who did hear about Okami, but who didn't play it; they kind of know what it is, but it doesn't have the name recognition," adds Matsushita. "So now we hope that people who have been aware of Okami in the back of their mind will pick up Okamiden to see what it's about."

Okamiden stars Chibiterasu, an adorable white wolf-pup, and his mates - among them Kuni the miniature warrior and Namami the mermaid - who ride around on his back. The demo opens in a surreal, otherworldly market, run by Spirited Away-like apparitions.

The demons' stalls with their weird, unidentifiable wares are lit up against the dark forest like the lantern-adorned stands at a matsuri festival. Before they enter, young Kuni gets Chibiterasu to draw him a mask to wear as a disguise. It's the first of many touch screen-inspired vignettes to make me smile.

"When we thought about making a new Okami, we thought, what can we do what's new and different?" Eshiro says. "The celestial brush was the key thing – we wanted to bring that to life, fully realise it, and for us it was a no-brainer because the DS has the stylus and the touch-screen, so you can directly interact with the world. If there had been no DS, I don't know what we would have done."

Familiar Celestial Brush powers are there, too – you can still investigate cracks in walls with hastily-drawn cherry bombs, still slash enemies in mid-air, still fill in broken bridges and dot incomplete constellations with missing stars.

The translation is witty and conversational; on-screen text is accompanied by lively nonsensical jabbering. After exploring the market for bizarre items – Fire Eyes, Ice Mouths, Thunder Ears – and chattering to the demons, we skip ahead to the Witch Queen, a monstrous, giant-headed hag who brandishes two meat cleavers, like a murderous Yubaba.

As in the original Okami boss fights aren't three-hits-and-they're-down pushovers, but much more Capcom-esque battles of will and attrition. The Witch Queen defends herself with the cleavers, forcing you get around behind her; once you've got enough damage in, she starts healing herself with altars that pop out of the ground. You have to leave cowering Kuni stood on a switch to get rid of them whilst you continue the fight.

Your companions have proven to be the most significant gameplay development for Okamiden, says Eshiro. "The partners opened up a whole new world for us. We could add all sorts of different puzzle elements and contraptions and enemies to fight that you can use your partners to get around.

"They're not just a game design element, they are an integral part of the story. The way that they are involved with the plot opens it up in whole new directions. The story differs entirely from the original Okami – it's s different sort of tale, about meeting people, growing with them and sometimes having to say goodbye to them. I think that's where the game really differs from its predecessor."

After five minutes battling the Witch Queen we jump ahead to a flooded temple, where Chibiterasu meets Nanami the mermaid. You can direct her through flooded areas with the Celestial Brush – the ink bleeding into the watery background – whilst the wolf-pup waits on dry land. The soundtrack is wonderful – frog croaks and the sound of distant waterfalls against a backdrop of lively traditional Japanese music.

Perspective changes freely and naturally from top-down to side-on to a more conventional 3D-adventure viewpoint, depending on what's clearest. When you're directing your partner, it tends to offer a more two-dimensional viewpoint; during fights, the camera is right behind Chibiterasu's furry ears.

Dogfighting.

The game is always astonishingly beautiful to look at. Thick black brush strokes define broad swathes of vibrant colour, the scenery instantly frozen at the touch of a button to become a canvas for the Celestial Brush.

"I wanted to really communicate the Japanese aesthetic and art style to the world," says Matsushita. "There are a lot of elements in this game that reflect Japanese fairytales, and people in Japan who are familiar with them will recognise that.

"But the focus is never really on this folklore... the point of Okami is its fantastical setting, the living world that it inhabits. It incorporates Japanese mythology but doesn't force it upon you."

If Okami had one major fault, it's that it was too long. Far before the end it began to feel bloated, overstuffed with side-missions and collectible treasures, and even the most incredible games struggle to surprise and impress you consistently for more than 50 hours.

Okamiden, as a handheld game, is unlikely to be as vast, but it's just as rich. Every tree can still be brought into bloom with a swish of the celestial brush; there are still huge, open areas to explore, split up into sections that the DS can manage by unobtrusive portals; there are still tens of different items and trinkets to be found in chests and pots or salvaged from the game's abstract, theatrical enemies.

Okamiden is clearly a labour of love. But is it one that Eshiro expects will sell, given the series' history and its distinctively Japanese nature? "One of Capcom's policies is bringing games to market that have a global appeal," he says.

"But we also have games that have that Japanese flavour to them, like Asura's Wrath, and it's things like that that make me feel that all our ideas are not gone yet, and we still have a lot to contribute. We have a lot of different directors with different visions – for Matsushita-san, here, this is the game that he wanted to bring to the world – but there are others who have something to offer."

Okamiden is the kind of game that gives you faith in Japanese game development, a game both born of and soaked in rich cultural tradition, but not restrained by it. It's inventive, playful, funny, and despite the fact that it's a sequel, it's brimming with creativity and ideas – and that sumptuous art style is no less enchanting on a smaller screen.

DS exclusive Okamiden was released in Japan on 30th September and will be out in the US and Europe in early 2011.

Comments (37) Latest comment 2 years ago

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  • JohnnyWashnGo #1 2 years ago

    This game is probably one of my most anticipated games this year.

    Its prequel on the Wii was fantastic (I never opened my PS2 copy) and I reckon it should be a candidate for conversion over to the PS3 and Move.
  • HisDudness #2 2 years ago

    I saw Wolf Parade the other week, and would definitely recommend them as a live act. Leave the DS at home though.
  • 3william56 #3 2 years ago

    If there was ever an opportunity for Okami to shine, it would be right now with Move support. Even if it was just a HD makeover of the original game with the brush controlled by the move controller, it would be brilliant. If they upped the functionality of the celestial brush to really use the abilities of the dildo, it would be the killer app Move is screaming out for.

    Why someone at Sony, as soon as they saw the Move, didn't throw a bucket of money at these guys to have it ready for Move launch is beyond me.
  • mfnick #4 2 years ago

    So gutted this is on DS :(
  • Tomo #5 2 years ago

    So wait... this is ACTUALLY a proper sequel?! I thought it was just another remake! Did make me wonder why the hell it was taking so long in development.

    Ugh. I started the first, but only got a few hours into it. Hmm.
  • Ninja_Tino #6 2 years ago

    It's rare for me to buy a full-priced game nowadays, let alone a DS game, but consider this a first day purchase. The preview couldn't be more positive. Colour men beyond excited.

    Colour men and me!

    I know Hog-Lumps. It was a typo, not a bizarre Freudian slip… I think.
    Edited by Ninja_Tino at 15/10/10 @ 12:50
  • JayKwon #7 2 years ago

    I'm going to buy the wii version for my little brother, then borrow his wii and play it myself and afterwards let him play the game. I feel so full of regret that I didn't buy Okami, although I don't have a wii myself, that I'm definitely gonna buy the game this week.
  • Hog-lumps #8 2 years ago

    @Ninja_Tino Colour men beyond excited.

    Unfortunate typo there :)
  • spitfire1945 #9 2 years ago

    First two paragraphs are exactly my thoughts too!!!

    Okami was sooo much more than Zelda TP!

    Too bad very few people picked it up!
    Edited by spitfire1945 at 15/10/10 @ 09:44
  • jimmyhill11 #10 2 years ago

    Sony should get on the case to Capcom to to HD ports to Move, not just of Okami Wii, but also ResiEvil 4 Wii

    Two of the best ever games, just begging for PS3 Move versions

    They could throw in Umbrella & Darkside Chronicles as well
  • SG #11 2 years ago

    I've truly not been as excited about a game since Super Mario 64 and Ocarina of Time.

    It's a shame it's not a 3DS title though; the graphics could the match or maybe surpass the original Okami and the 3D graphics would really suit a game like this.
  • Whitster #12 2 years ago

    I completley missed the original at both releases as I hads no PS2 originally and then didn't even realise it'd had a Wii release at first. However my missus did and has alreaduy declared "Want" regarding this so I guess I'll get a chance to at least have a look.
  • Les #13 2 years ago

    Looks very interesting :)
  • xandoodle #14 2 years ago

    A criticism was that the original was too long?

    TOO LONG!?!

    It's people like you that are the reason loads of modern games last under 8 hours. I enjoyed the value I got out of Okami thank you very much....

    But yeah Okami was my favourite game on the PS2 so if this is ported to iPhone as previously suggested then that's a day one purchase.
  • coyote37 #15 2 years ago

    I played Okami around the same time as Twilight Princess, and it really puts Zelda to shame. Whereas TP is just a prettier Ocarina of Time, Okami took the format and absolutely stuffed it with new ideas, not to mention a script and characters full of charm. And of course that art style is to die for, still easily one of the most beautiful games I've played. It sure as hell was too long though, with a plot that lost momentum for me around the time you get to the big city. I love the bravery of bringing a sequel to the DS, where it will likely die in even more obscurity than the original. I'm there on launch day though. Chibi is so CUTE
    Edited by coyote37 at 15/10/10 @ 10:42
  • varsas #16 2 years ago

    @xandoodle: Old games were shorter than 8 hours.
  • xandoodle #17 2 years ago

    @varsas - I know, but I'm talking about adventures. Lets face it, if a modern Zelda was 8 hours long, you'd be... unimpressed?
  • varsas #18 2 years ago

    @xandoodle: That depends on whether the game is continually interesting or drags e.g. most would say that Wind Waker partly fell into the latter category and Keza is indicating that she felt Okami did so too.
  • kobashi #19 2 years ago

    I am gonna import I think as I dont want to wait till next year!
  • Keza #20 2 years ago

    I'd actually rather have a great eight-hour game than one twice as long. Possibly, though, that's because I have to play a LOT of games.
  • HistoryTeller #21 2 years ago

    Getting this without doubt. But Okami was a little too long. Just a little. Two boss fights nearly identically wasn't necessary.

    Though a truly wonderful game.
  • Rack #22 2 years ago

    Looks like being the 3DS swansong like the original was the PS2s. Just hope they fix the text speed, the original gave Final Fantasy Tactics a run for it's money with unnecessarily slow scrolling text.
  • Raiftel #23 2 years ago

    In regards to Okami being too long. The only issue I had with its length is that I felt the climatic battle against the Twin Owls on top of the tower would have been a far more fitting finale than the Capcom Boss-Rush which the ‘real’ finale became. Can’t wait for this though.
  • Paulie_P #24 2 years ago

    @xandoodle

    In the original, you seemed to be reaching the climax of the story then you found out there was a whole new region to go to. It was a very very long game.

    I completed it but only because I was off work on extended leave at the time. I know if it came out now, I wouldn't have the time to complete it.
  • INTELIGENCIA #25 2 years ago

    Until they rumored this for the iphone I was interested, with that said I really hope the game does well when it releases over here.
  • coyote37 #26 2 years ago

    @Paulie_P That's precisely it. I think it was this false climax that broke the games momentum. I sort of get what they were trying to do, but I think it left the second half feeling a bit flat
  • Kaminari #27 2 years ago

    "Two senior members of staff at Capcom took Okami on. Both are huge admirers of the original game and both are committed to taking it further."

    Sounds like a shameless sales pitch.

    A Clover/Platinum-unapproved Okami game on DS makes even less sense than Valkyria Chronicles on PSP.
  • geeza2020 #28 2 years ago

    I was one of the five or six people that bought this originally on the PS2, and I think its a crime that it was never bought up by the masses. Absolutely incredible game, I tried time and again to get mates to buy it, and they just never did :( Good to see that its still going though, even if it is on a system I don't own.

    Personally I think Okami was a perfect length, but I guess that's down to my personal opinion, I love long rpgs and adventures, even if the story gets a little stale before the end. I'd rather that than a 5 hour COD campaign where the story never even starts.
  • Chalee #29 2 years ago

    Okami is one of the most beautiful, most engrossing, most lovely things ever made by man. More of it can only be a good thing. Oh how I'd love to see a fully blown home console sequel, ideally on HD with Move!
  • Incarta #30 2 years ago

    It's looking better and better. I hope it charts, but wouldn't be at all surprised if it doesn't. Shame on you if you haven't at least tried it.
  • Obiwanshinobi #31 2 years ago

    I liked the original's second half better than the first half, maybe except for the very ending (story-wise, that is; those boss battles were so short and easy that I do not comprehend why people keep on whining about them). I think they didn't really know how to conclude the story, but it's a minor issue. Sheer adventuring in the second half was incredible.
    I also bought it when it was new (technically I overpayed, but never regreted it). You have to be rich in time to appreciate it, though. That's why, I believe, it hardly had any chance to get the recognition it deserved. Time soakers such as Persona 3 don't even compare in this regard as at least 50% of their content is a typical jRPG repetitive filler. So yeah, Okami must happen in a special moment of your life I guess.
  • albertofustinoni #32 2 years ago

    While I am extremely excited at the prospect of an Okami sequel (bought the original for the PS2 and fell in love, felt horrible when I learned of Clover being disbanded due to lack of sales: seriously, what the hell is wrong with people?), it pains me to see it on the DS, which simply doesn't have the hardware to do it justice. Still will be picking it up day one in all likelihood.
  • Ginger #33 2 years ago

    Okami for iPhone please!
  • mushroomyakuza #34 2 years ago

    Games like this are Japans only hope of staying in the game if they want an audience beyond the standard otakus.
  • trip919 #35 2 years ago

    Would prefer a sequel on one of the consoles - but regardless, I'll certainly be checking it out.
  • Lycanthroat #36 2 years ago

    How games like Kane and Lynch get buckets of money thrown at them and this doesn't, I just don't know. It makes me sad :(
    Amazing game on the PS2, butchered on the Wii and sold nothing.

    On a positive note: More Okami is indeed a very good thing. Is Chibi actually related to Ammy? Is he her cub or something?
  • VeggieWokker #37 2 years ago

    ^It was great on the Wii. Here's a fiver, go get a clue.