Created in a time when venerable developer Clover Studio was on its
last legs, Okami is a game which naturally burdens itself with a number
of expectations. Not only does it come after a line of well-loved
Viewtiful Joe installments from the same developer, but an uncanny
resemblance to other recent action-adventure games also raises the
stakes for the quality which is to be expected from this game.
Thankfully, though, Okami not only meets these standards, but often far
exceeds them. The game may not be overly innovative, but thanks its
method of following and executing genre trademarks extremely well,
Okami turns out to be Clover Studio's most solid title to date.
Additionally, its highly stylized visuals, beautiful soundtrack, and
incredibly well-written localization show that it not only stands well
against similar games, it's among the best in recent years. Make no
mistake: Okami may superficially appear to be like many other games.
But at its core is a very, very different beast.
Okami is one of the few games to hit western shores which is utterly
steeped in Japanese mythology. Few moments ever pass throughout the
entire game that remind one that it is indeed of Asian origin. While
this would normally be an impediment for the average gamer who isn't
versed in such tales, Okami does a superb job at making sure everyone
is on the same page throughout the entire story. Characters and plot
sequences always receive their due explanation, allowing the
unenlightened to catch up very easily. On top of that, the mythology is
introduced only in bite-sized pieces. This enables players to become
familiar with what they know over time so they can then move onto other
facets of the mythology more easily and, by the end, feel utterly
immersed in the world which Okami has created.
The technique is introduced from the get-go. The beginning of the game
starts off basic enough. 100 years prior to the game's beginning,
Amaterasu, the Japanese sun god, as a wolf, defeated an eight-headed
snake named Orochi (with some help) in order to free Kamiki Village
from the task of annually sacrificing a maiden. Consequentially,
though, Amaterasu died in the process and a memorial was set up in her
place inside the village. However, when a bloke inadvertently lets
Orochi loose again, Amaterasu is subsequently reincarnated to once
again do the work she performed a century ago.
There is, however, a major difference between the old wolf and the new
one: The latter lacks special powers she had when fighting Orochi.
These powers form the fundamental foundation for what helps to define
Okami's gameplay. Instead of being typical godly powers a la
superheroes and the like, these powers are activated through the use of
a brush. When used correctly, this brush can perform a variety of
things that no mortal could ever dream of doing, at least easily.
Amaterasu, though, has lost virtually all of these powers and must
search for them again in addition to her Orochi-related duties.
The game is kind, though, and relents the first few powers early on.
Things such as restoring broken or lost things and slashing are soon
accessible in the beginning of the game. Over time, Amaterasu acquires
other abilities to use in tandem with her brush, such as lightning
strikes, wind gusts, and cherry bombs, among others. Each power is
well-used and has its own applications both during times of exploration
and combat, as they get used in very clever ways throughout each
portion. Activating these powers is extremely easy, requiring only the
tap of a button to bring up a canvas and then proceeding to draw the
desired symbol. Using the brush takes up ink and only a limited amount
of it can be used for each drawing. However, it does regenerate quickly
enough and usually runs out only when the powers are used liberally in
a given situation.
The brush isn't the only tool at Amaterasu's disposal, though. Several
different types of weapons, ranging from blades to chains to shields
(yes, shields) are available. Each weapon in the game can either be
equipped as the main weapon or as the sub-weapon, which has
implications on the weapon's abilities in battle and vary greatly
depending on how they're assigned. Because the amount of ink the game
grants players is limited, even after upgrades, one will be relying
heavily on these weapons during combat. The combat itself is what one
would expect from a modern action-adventure game, consisting of running
up to enemies, hitting them, blocking their reply, and repeating the
process. Brush usage notwithstanding, the mechanics of Okami's combat
will be very familiar to anyone who has played similar games. With the
brush, though, an extra spice is added and, oftentimes, using the brush
is a requirement when fighting against certain enemies, as they are
weak to certain powers. These weaknesses can often be found just by
using some logic after looking at their designs and it adds a very rare
element of puzzles outside of the exploration aspect of such games.
There are other nuances to the combat, such as item collection, but
much of it optional and not experiencing them doesn't detract from
playing the game. Fighting is usually a rather easy affair in the game,
though. (It's very possible for one to not even die once throughout the
entire game.) But, as a consolation to those who may want to avoid
possible tediousness, one can get out of many battles, although this
has consequences of its own.
The exploration part of the game is also reminiscent of other
action-adventure games. Okami provides a very large world to delve into
and even the beginning areas where players are confined to are vast and
rich with secrets. Over time, other areas are unlocked, each one being
more unique than the last. Before the conclusion is reached, Okami
shows locations as different as a quaint village and an underwater
city, as well as many other imaginative places in-between. The game
also has its share of dungeons. However, unlike games such as The
Legend of Zelda, dungeon crawling is only a relatively occasional
affair, showing up just often enough to show that it's there without
being overdone. Even amidst such scant showings, though, the dungeons
are just as excellently designed as all of the other areas in the game.
Each one has its own very distinct theme which often defy the
stereotypes commonly seen in other games. The puzzles, even with their
low difficulty, are very creative and fit in well with its respective
environment. Not one looks unnatural in its setting, allowing the
dungeons to be distinct while still feeling a part of Okami's world.
While the combat and exploration aspects of it may be derivative of
games which have come before it, few games implement both so well. The
mechanics driving each are so solid that the idea of fixing what isn't
broken is something which actually works to Okami's advantage. It
doesn't toy with the action-adventure formula of today, but instead
uses it as a very steady foundation and it does an excellent job at
doing so. This is one of the few games which doesn't need innovation to
be truly enjoyable, since the familiarity is so finely executed that it
raises the standard for which other games in the future should follow
should they choose a similar path. Okami is that enjoyable; it makes
one forget that it doesn't innovate the gameplay in its own genre.
This is not to say that Okami doesn't pioneer areas in gaming other
than gameplay. Visually, the game is one of the most artistically
striking games this past generation. It embraces its Japanese
background in every conceivable manner. This is most easily seen in the
game's employment of cel-shading, which evokes a style commonly seen in
old Japanese paintings. Each model and texture is outlined in a thick
black, with colorful palettes to boot. Absolutely everything receives
its due artistic treatment, allowing the reality to immerse anyone in
its mythological setting with ease. Okami also happens to be one of the
PS2's most beautiful games to date. In fact, it's almost even too hot
to handle for the system. The graphics push the system almost near
breaking point and, in one area, this is clearly seen in a very slight
frame rate drop. But beyond that, the system handles the game like a
charm, granting an easy ticket to a world of eye candy.
The sounds and music of the game are also done with an equal caliber.
The former does its best to make sure everything sounds the way it
should, while imposing its own flair at the same time. Dialog, while
text based, has each character vocalizing their lines in a unique
jargon, much like Animal Crossing's animalese. But unlike Nintendo's
game, Okami uses this speech to help make each character unique without
ever saying an actual word. One can even pick up imitations of things
such as French accents through this use of quasi-speech. As for the
latter, Okami's music uses a full orchestra and utterly everything is
done in this manner. Even tiny ditties garner such quality. The
lengthier musical pieces are where the high quality really shines above
all, though. Theme songs, background music, and the like all have
excellent compositions on par with even the best in other entertainment
industries. Many of the major pieces are also used sparingly, too,
preventing the music from ever growing repetitive. But, like Okami's
graphics, what its music really does best at is embracing its Japanese
background. Japan-centric instruments are often key players in the
game's music and are used to their full potential. It works just as
hard as all of the other fundamental pieces of the game to establish
this myth-centric world and it most certainly succeeds in that
objective.
Okami also has mastery over something much less emphasized in most
games: localization. Few games that receive a translation today get one
which goes above and beyond doing the straightforward. This is arguably
what is most memorable about Okami. Every line of text, every speech,
and every description has a level of polish which shows that time,
effort, and love went into making the game accessible and appealing to
non-Japanese audiences. Besides simply making the mythology
understandable to the uninitiated, the localization defines one's
experiences with Okami's denizens. Every single character, from the
major to the very modest (including unnamed ones), receives their own
word style and feel very developed. In particular, Issun, a character
who tags along with Amaterasu on her quest for much of the game, is one
who shows how beneficial a thorough localization can be for players.
His speech overflows with his bubbling, vivacious personality that
never fails to entertain throughout the 30-plus-hour-long journey.
Touches like giving life to the characters is why Okami's localization
is something which ought to be lauded as much as its more external
characteristics such as graphics and sound. It's just that excellent.
Okami is an wonderful swan song for Clover. It takes everything which
an action-adventure game should be and executes it beautifully. Combine
that with almost near-perfect quality in graphics, sounds, music, and
localization and you have a game which needs to be experienced to be
fully appreciated. Don't be bogged down by its mythological background
or its lack of substantial innovation. For every minor issue which
Okami has, it more than makes up for the flaw elsewhere in spades. This
a game which truly does have something for everyone to enjoy. Simply
put, Okami shows how far gaming can go not only artistically, but also
in terms of fun. If you have a PS2 and even the slightest inkling to
experience something very unfamiliar in seeming familiar territory,
then Okami is most certainly going to be your cup of tea, and a superb
one at that.