Okamiden
Okami again?
For the sequel to a game that sold poorly enough to get a Capcom studio shut down, there was a hell of a lot of interest in Okamiden at the Tokyo Game Show recently. Show-goers had to brave a 50-minute queue to earn three minutes in its company. The Ready at Dawn Wii remake of Okami is just about to be released over in Japan after almost a year and a half's delay, so Capcom is presumably hoping the sequel can ride the renewed wave of interest that it will unleash. The game is, after all, far better-suited to the Wii and DS than it ever was to the PS2, as everybody with an index finger has been pointing out since 2006.
On the surface, Okamiden is everything that you'd expect of the sequel to a two-time10/10: gorgeous, playful, inventive, extremely well-made. It turns out that Okami's sumi-e brush-on-canvas style downsizes beautifully. Characters are lively daubs of colour outlined in thick black, and their animation is fluid and energetic. The teensy little version of Amaterasu - Chibiterasu, as he's called - is unbelievably cute, yet somehow retains some of the grown wolf's nobility. Having a puppy as a protagonist is absolutely inspired - Capcom has multiplied female interest in the game by about a thousand in one fell swoop, there.
Little Chibiterasu has a lot of Amaterasu's abilities - the Celestial Brush, most pertinently - but little of her power. He can't go it alone. In place of Issun, who was your inch-tall constant companion and source of affectionate quips in the first game, you team up with partners who ride on the little wolf's back. In our demo, this is Kuninushi, a diminutive warrior who serves as Chibiterasu's voice, hint-dispenser and occasional helping hand - having a mouthy companion to do all the talking is a good way of getting around the problem of a mute main character. Wolf pup and pal aren't completely inseparable though - you can press X to have them jump off Chibiterasu's back, leaving him free to go roaming or squeeze through a narrow passageway.

Look familiar? Yeah. It is a bit.
Many of the game's puzzles are based around splitting up to perform comfortingly familiar tasks with levers and pressure plates. Sometimes the camera moves to a fixed point, which telegraphs where you must use the Celestial Brush. Pressing R freezes the game and transforms the scene on the top screen into a waiting, still-life canvas for your DS stylus. Early in the game, all the powers are familiar: circling dead trees to make them bloom, filling in broken bridges, completing constellations, drawing a sun in the sky to illuminate darkness. However, you can also direct your partner by drawing a route for them, instructing them towards a switch or item with which only they can interact. Susano can wander over rickety bridges to retrieve a trinket, for instance, when Chibiterasu is too scared.
The Celestial Brush powers are introduced by familiar faces. The mouse with the obscenely giant sword who grants the slash power makes a return, as does the first game's drunkard-turned-legendary-warrior, Susano - you have to draw the outline of a flower on a branch sprouting from his wooden sword to open a door. This hints at how Okamiden's puzzles might eventually differentiate themselves - you can get away with demanding more complex drawing from a player when they have a stylus in hand than when they're wrestling with a DualShock or waving a Wiimote.
The environments, too, are extremely familiar at this stage. The first portion of Okamiden is set in a beautiful mountain town, with trees, houses and red-painted bridges that could be straight out of Kamiki Village. The technical limitations of the DS are barely evident. Okamiden seems capable of presenting environments almost as open and sprawling as its predecessor's, though the village is divided up into three or four sections separated by sparkly portals and a few seconds of loading.

Like everything else, the combat looks nice, but it's one-dimensional.
All this familiarity is comforting, until you realise that the first big puzzle of the game is actually exactly the same as Okami's first puzzle - drawing a sun in the sky of a stone carving, then doing the same to make a tree grow in a shaft of sunlight in an enclosed cave - at which point it becomes a little worrying. Wonderful as Okami was, we'd rather have a new game based around the same concepts than play the whole thing again. Things do move in a different direction after the first puzzle, as the emphasis shifts more towards using your partner in puzzles and combat. Hopefully the game has another few new ideas up its sleeve as it progresses further.
Combat was always Okami's weakness, and that looks to be the case here, too - it's still one-button combos augmented by slashing with the Celestial Brush. Rather than wandering freely around the dungeons and landscape, enemies seem to turn up at predetermined points, making it feel distressingly like random battles. Bosses, though, will hopefully be as creative as ever - disappointingly, the demo ends just before I'm allowed to take on the giant frog with an eyepatch at the end of the first dungeon.

Still, though, look at the little puppy!
It's clear even from spending 10 minutes with a 25 per cent complete Okamiden that it's extremely solid already. There are no problems with fiddly controls or awkward structuring. Everything feels natural and organic, an effect emphasised by the still-unbelievable consistency and authenticity of the hand-painted style. Really, it's the looks that make you fall in love with Okamiden - not just the staggering beauty of the in-game graphics, but the lovely cut-scenes too, showing little puppy Amaterasu pawing tentatively at Kuninushi after a long fall, or a troupe of dancing penguins that turn up to introduce a new Celestial Brush power.
At the moment, on first impressions, Okamiden reads like a loving tribute to Okami rather than an attempt to further the concept. New design lead Kuniomi Matsushita's reverence for Clover's work is evident in his fidelity to the original game's iconic look and dungeon-driven structure. But it's not a soulless facsimile; there's already enough life and character in the adorable new protagonist and the world he inhabits to make Okamiden seductive in its own right.
You may also like...
-
Why Devs Owe You Nothing
-
Digital Foundry: PS3 Skyrim Lag Fixed?
-
Face-Off: The Darkness 2
-
App of the Day: Sir Benfro's Brilliant Balloon
-
Sony admits "dropping the ball" with Demon's Souls
-
Ultimate Marvel vs. Capcom 3 Vita Review
-
Who Killed Rare?
-
CD Projekt: Witcher 2 intro cinematic "the most expensive asset we ever created"
-
One Piece: Unlimited Cruise SP Review
-
Kingdoms of Amalur: Reckoning Review
-
Grand Slam Tennis 2 Review
-
Gotham City Impostors Review
-
Skyrim patch 1.4 performance tip: make a new manual save
-
The Darkness 2 Review
-
Mass Effect 3 FemShep trailer debuts
-
Skyrim patch 1.4 now live for Xbox 360
-
Epic's Sweeney on graphics tech: "the limit really is in sight"
-
Valve admits hackers accessed Steam transaction log
-
EA evaluating FIFA Street features for FIFA 13
-
Double Fine Adventure passes Day of the Tentacle budget
-
Next Xbox has tablet-like touch-screen controller - rumour
-
App of the Day: Superman
-
Sony: The Last Guardian is making "slow progress"
-
King Arthur 2 Review
-
Metal Gear Solid: The "Lost" HD Remasters









Comments (25) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Err, what? So are battles random, or are the same bad guys always in the same place?
Comment below viewing threshold Show
Comment below viewing threshold Show
The original has one of the greatest soundtracks ever made, so wonder how the music will fare on the DS...
Comment below viewing threshold Show
Yeah, this is the sort of thing I'm most worried about. As much as I enjoy Zelda games over the years they've been suffering from this in recent years, albeit less in some cases than others. Part of why I loved Okami so much is that it was essentially the same game but revitalised with new mechanics and puzzles. Still, in the worst case that it's largely the same I've only played Okami once. Playing it one more time wouldn't really be such an ordeal. Just as long as they don't make a habit of it.
Comment below viewing threshold Show
Anyway, Okamiden looks unbelievable. I never finished Okami on the Wii so I'll go back and see to that while I wait for this beautiful creature of a game.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Okamiden looks stunning. Can't wait to see more of it in the weeks and months to come.
Comment below viewing threshold Show
Comment below viewing threshold Show
If I had a DS, I'd get this - no question.
Comment below viewing threshold Show
Comment below viewing threshold Show
23/10/09 @ 11:57
Okami was visually striking and enjoyable but massively overrated in terms of its actual gameplay (it may have been the single most inspired Zelda clone to have come along in ages, but it was still just a Zelda clone).
Very similar to Zelda in many ways but also massively different - it's sort of like saying that every platformer is a Mario 64 clone. It's charming enough to warrant it potentially my favourite game of all time, and the only game to surpasss Zelda (my previous faves - although it might tie with MM), and tying with the Metroid Primes too.
Comment below viewing threshold Show
23/10/09 @ 11:57
Okami was visually striking and enjoyable but massively overrated in terms of its actual gameplay (it may have been the single most inspired Zelda clone to have come along in ages, but it was still just a Zelda clone).
Very similar to Zelda in many ways but also massively different - it's sort of like saying that every platformer is a Mario 64 clone. It's charming enough to warrant it potentially my favourite game of all time, and the only game to surpass Zelda (my previous faves - although it might tie with MM), and tying with the Metroid Primes too.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
No, it was in a bad way.
Comment below viewing threshold Show
Hooray for reading comprehension.
Also, I should've used bitch. Hooray for quick qit!
Comment below viewing threshold Show
Demiath
23/10/09 @ 16:19
@SG: Well, most 3D platformers (that is, true "run and jump" games, not platform/shooter hybrids like Ratchet & Clank) these days are rather bland Mario 64 clones, so I'm not sure where you're going with that analogy...
I think it's a matter of semantics of what we mean by clones then.
Comment below viewing threshold Show
Oh and I'd miss out on this if I didn't.
Comment below viewing threshold Show
Shouldn't that penultimate paragraph say Chibiterasu rather than Amaterasu?
Comment below viewing threshold Show
Comment below viewing threshold Show