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Okami First Impressions

PlayStation 2 First Impressions by Tom Bramwell

14 April, 2006

In my head, Capcom's divided into two parts these days. The first part makes all the obvious stuff - Resident Evil, Onimusha, Devil May Cry, and all the other breadwinners. The second part basically takes drugs all the time and occasionally does a game about a schizophrenic assassin who has sex with nurses, or a wolf who is actually a god and uses a paintbrush to cut people in half in heaven in between listening to a garrulous flea ramble on about mice with swords.

The latter's obviously a light-hearted way of summing up Okami, which appears to be aimed at compiling every piece of Japanese mythology Clover Studio can get its hands on in a manner that the average Japanese teenager will enjoy. Not being the average Japanese teenager (or indeed any sort of teenager), I'm reliant on the views of EG's resident Japanophile Rob Fahey to support that, but I am - having spent time with Okami last May and during a recent round-up of Capcom's new E3 line-up at its UK offices - still keen to see what the end result looks like.

'Okami' Screenshot inkpots

Inkpots for your brush can be picked up by smashing jugs.

Our Capcom guide reckons that Okami could clock in at around 60 hours in total, and its size is one of the reasons we haven't heard much about it since last E3 when we said it was the most beautiful PS2 game since ICO (that's arguably still true, and there's a timeless air to the game's graphics that means they still impress just as much a year later; playing it's like swimming through an oil painting). But it'll be back at E3 this year and we've played the new section, in which wolf god Amaterasu continues her quest to regain the 13 powers of the mythological celestial brush, helps a duff warrior sort out an unwelcome cave-squatter, and eventually uses a beach ball to grow a tree.

For the benefit of those who missed out last year and can't be bothered to read up, Okami sees Amaterasu navigating various dreamy locations fighting bad guys and solving puzzles - all with the help of the aforementioned celestial brush, which can be used to cut through rocks and wooden barricades, smack enemies and draw in missing scenic details. It works like this: when you've smacked an enemy enough for the game to highlight him with a red circle, or you've found something to paint, you hold R1, which pauses the action and lets you view it a bit like a sketch on canvas, at which point you use the analogue stick to manoeuvre your celestial paintbrush and square to daub the canvas with it. Draw a slash-line across a stunned enemy to strike him, do the same to a boulder or a tree to carve it asunder, and twirl it in a circle on the horizon to draw the sun - providing that's pertinent to the puzzle.

'Okami' Screenshot battles

Battles are real-time, but each one confines you to a circle area wreathed in flame.

As with last year's demo, we're still firmly in what feels like tutorial-land, with Issun, who rides around with you explaining story details and whatnot, imparting all sorts of information as you go along. This area is doing a better job of restraining the resident deity, says Issun, so beating up the thugs at the cave entrance won't be enough to bring life back to the compost-coloured hillside. So you journey a bit further, facing off against plants that lob exploding seeds at you - and defeating them by gripping R1 as they launch their projectiles, then slashing them in mid-air with the brush to send them back, stun the plant and let you pass by untroubled.

Soon you run into a warrior chap called Sasumo, who shrugs off your offers of help before running off to hide-WHOOPS-meant-to-say-train in his cave. This sort of stuff underlines the game's sense of humour, really - gentle and Zelda-esque. Following Sasumo, you find him staring down a bear which appears to be fast asleep (I'm not quite sure why the rhythmic expansion of its snot bubble conveys this, but it does), standing on top of what appears to be a silvery beach ball. Sasumo isn't going to stand for this, but he isn't much of a swordsman either, so as he does his super four-thrust attack, it's your job to hit R1 at the right time and slice what he's been trying to cut to salvage his dignity. Then, when prompted, to do the same to the bear.

'Okami' Screenshot slash

It isn't just puzzle bits you can slash - some objects, like trees and rocks, can be broken down with the brush too.

Sasumo then pegs it, and you're left with the silvery ball, which you soon realise would complement the picture outside the cave, where a dark sky hangs over a small pool that's been raised up next to a withered sapling in the centre of a clearing. The solution is to have Amaterasu nudge the ball outside into the pool, and then position her to paint the sun into the gap where the dark sky hangs. This then shines on the ball, which in turn concentrates a beam on the sapling, and soon - with a bit more brushing - life floods back into the area. This sudden eruption of life, which has been a theme of each of the Okami sections we've seen, is a gorgeous sight and the PS2 has no trouble doing it justice.

That said, we're still waiting to be let off the leash, so to speak. The puzzles and solutions, celestial powers and combat ideas are lovely, but our experience with Okami remains tightly bound by Issun's instruction - and any confusion over what to do is quickly dealt with by his clarifications, or the game camera's drawing back to reveal a relevant detail like the gap where the sun needs to go.

Still, it's another game from that bit of Capcom, and, as with Killer 7 and Viewtiful Joe before it, the developers seem to have been given license to go as far and as wide with it as they like. In other words, if this and last year's E3 demos are anything to go by, the other 59 hours could well be stunning. We wait and hope.

Okami is due out on PS2 later this year.

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Comments: 1-27 of 27 in total

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Helios
14/04/06 @ 11:07
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Looks really good, I hope capcom can make everything come together. I remember GTM's front cover on the game, it was really good. Jeez, I wish I had a PS2 :( I'm missing out on all these great games... Devil may cry, resident evil 4 etc. *Sigh*
Edited 1 times, most recently on 14/04/06 @ 12:09
Dragul
14/04/06 @ 11:13
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I'm really hope this one comes out ok, It seems to be great and the look of Okami is simply great!

/adds it to the to buy at launch list
itamae
14/04/06 @ 11:15
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Nice preview, I'm really looking forward to this game.

... but shouldn't the name of the wolf be Amaterasu?
lemonfist
14/04/06 @ 11:20
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I hope it'll be a nice relaxing game, not too hard like Viewtiful Joe.
Machetazo
14/04/06 @ 11:24
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It's definitely on my buy at launch list already, but it'd be nice to see a new clip on EGTV. I can't imagine it'll be too long till the public demo is released, though.
It probably should be Amaterasu, I agree. Amy's the Jap goddess of light.
Edited 1 times, most recently on 14/04/06 @ 12:25
caligari
14/04/06 @ 11:51
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It's games like this that made me purchase another PS2 instead of a 360 (no no no, that's not trolling. One day I'll buy a 360 too).

Too many times I've hastily moved onto the 'newest' console...only to regret it when the older one that I've just sold gets a cart load of great titles.
lambtron
14/04/06 @ 11:52
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60 hours.... :(

I just don't have time to play games for that long anymore.
ecureuil
14/04/06 @ 13:17
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It won't be 60 hours. I remember when they said FFVII would take you 70 hours.

It could be done in 20.
toy_brain
14/04/06 @ 14:11
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www.the-magicbox.com have the famitsu review scores for this in:

Okami (Capcom): 10, 10, 10, 9 - (39/40)

I know Famitsu can be a bit of a soft-touch at times, but neer-perfect scores (ooohh, so damn close eh :P) are quite rare and bode very well for the game.
Feanor
14/04/06 @ 14:12
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How many people beat FF7 in 20 hours their first time playing it? Two or three.
Cappy
14/04/06 @ 14:50
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I 'beat' Final Fantasy VII in less than three hours.

Overcome with disgust and boredom at the dull battle system I decided that Sephiroth had won. I switched off, deleted the save game and I was happy with the outcome. ;-)

I hope I can get my hands on the Okami demo, I'll be feverishly searching for it anyway.
Zero_
14/04/06 @ 14:56
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39/40? That's on par with games like MGS3: Subsistence and Dragon Quest VIII from Famitsu. C-c-c-craaazy.
Ciaran
14/04/06 @ 15:32
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/wants this

I have vague memories of hearing that the demo of Okami would be on next month's OPM coverdisc...
14/04/06 @ 15:37
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"... but shouldn't the name of the wolf be Amaterasu?"

Yes.

Also, "like swimming through an oil painting" is quite off. The thing doesn't look or feel like oils at all, I believe the guys that were working on this had woodcuts and stuff done with ink on their mind (Japanese didn't have oil painting untill quite recently).
sailesh
14/04/06 @ 17:39
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this looks superb!
laur
14/04/06 @ 19:32
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Looks like watercolour to me, rather than oil.
Steroyd
14/04/06 @ 20:22
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awe man!!
I'm super excited about my recent purchase of Dragon Quest, and now this comes up. :s
at this rate i'm not going to have enough money for a PS3.
Thank God PS3 has full Backwards Compatibility, or i would have put myself off purchasing one until after God of War 2 came out or something.
hopefully that wasn't a sly dig at X console... DOH!!
Ciaran
14/04/06 @ 21:08
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Basis for the unique graphical style is sumi-e, or traditional Japanese ink-and-watercolour painting (done on rice paper). There's some beautiful stuff out on the 'net if you look around for a while.
newt
14/04/06 @ 22:23
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Ico, Rez, SotC and now Okami. My shopping list when I finally decide to buy a TV + PS2 (I'm a PC player).
Mugwum [staff]
14/04/06 @ 22:27
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Hey itamae,

".. but shouldn't the name of the wolf be Amaterasu?"

Yes it should. Fucking hell, who checks this stuff over? RUBBISH.
media_junkie
15/04/06 @ 01:02
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Surely this needs to be on revolution or DS, what with the paintbrush stuff and all. I dont think you can do much with the PS2 analogue stick.
lemonfist
15/04/06 @ 09:17
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The PS2 sticks suck, but the game will be amazing regardless. Hopefully.
jazon!
15/04/06 @ 12:24
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I think it Looks fuckin shit WHAT!
Edited 1 times, most recently on 15/04/06 @ 13:25
15/04/06 @ 13:28
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"Basis for the unique graphical style is sumi-e, or traditional Japanese ink-and-watercolour painting (done on rice paper)."
Are "watercolour" and "ink diluted with water" synonyms in English?

But I do not think Okami is influenced that much by sumi-e (there was a game that was much closer to sumi-e – at least what I saw of it – called something like Mojib Ribbon, never played it myself). From what I know, in the Okami team there are a few guys that were previously working on Viewtiful Joe (which, in turn, was influenced by … other things). Their (Team Vietiful's) opening screen shows quite explicitly what they had in mind as a primary inspiration. (Sorry for crappy screenshots.)
admir
15/04/06 @ 15:08
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i have played the demo and it was good
tiku
15/04/06 @ 20:32
#26
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How's the framerate? I played last year's demo on the Games Convention in Leipzig and it was annoyingly low. Not as bad as Colossus but Okami has faster gameplay too...
Blerk
18/04/06 @ 08:26
#27
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I need this game. Today.

:-(

Comments: 1-27 of 27 in total

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