This site is brought to by; PLAY - The UK's longest running PlayStation Magazine
PS3 GAMES
PSP GAMES
PS2 GAMES
COMMUNITY
FEATURES
THE MAGAZINE
THE COMPANY
   
 
 
J'accuse!
by Steven ‘Fumbling’ Flelch
 
Okami
CAPCOM, PS2 (2007)

The boy who cried wolf must’ve played this.
Clover Studio closed down, didn’t it? Boo-bloody-hoo! If there’s one lesson we can learn from this corporate fiasco, it’s that creativity is never rewarded. Okami sold 150,000 copies on the PS2, which is even less than Folklore on the PS3! It was the mother of all failures, in many ways, and that’s the exact fate it deserved.

Okami is plagued by irritating issues, such as a ten-hour tutorial, repeating bosses and some dreadful combat. This is a game that wanted to be Zelda, but it didn’t even get as close as Alundra on the PSone, or any other Nintendo-rivalling contemporaries. Okami is linear, gimmicky and frustrating – the Celestial Brush is far too game breaking to make sense in combat, but that’s hardly the only problem with Okami’s battles. Amaterasu can’t fight properly, for example, so encounters are reduced to inane button bashing, and messy inaccuracies with the brush.

More annoyingly, Issun, the little bastard who sits on your shoulder, spends the entire game making noises that sound like a hamster having orgasms in binary code. In a similar fashion, all of the characters in Okami make equally moronic noises such as, “Mi-moomah- mi-moo-mi!” Sod off, you yobbish shits! After throwing your pad at your mum and praying for the death of all animals, there’s still a whole lot more left to despise.

The visual style is appealing, at first, but only in the sense that everything feels like a drug-addled vortex of paint, foolish animals and Disney villains. Admittedly, it’s hard to fault the visual style, so we’ll leave this bit alone – it’s not appearances that let Okami down, but rather the gameplay beneath it. The world is a mundane plain to explore. Some activities like picking veg, hitting moles and chatting to cretinous Frenchmen, were crowbarred in to needlessly extend the game’s life span.

Likewise, the boss battles suffer from that age-old Capcom problem of repetition. For no good reason, every previous boss battle is foisted on the player at the end of the game, which is a tremendously barbaric way to add a few hours to the ongoing slog. Okami could have been around ten hours shorter than it is, and it would’ve saved us all from drowning in its twee, one-note structure. Unfortunately, Clover Studio wasn’t quite savvy enough to spot the problems with Okami’s life span.

To be fair, though, Okami isn’t dreadful. We just feel that a few changes, here and there, could’ve saved it from bombing like a fatty. Okami was Clover’s raison d’être, in that it did show a developer who valued creativity, yet its game design was actually quite lacking.

Instead of imitating the deep, engaging nature of the 3D Zelda titles, Okami feels like a throwaway adventure with a few satisfying gimmicks. The 95% score was, quite frankly, a ludicrous, vain grading that suggests a lack of perception in the reviewer. Never mind, though: with Okami flopping in the way it did, it’s pretty much guaranteed that we’ll never see a game of this nature again. Granted, Okami had the graphical styling of a classic game, but the gameplay wasn’t substantial enough to give it momentum beyond cult-hit status.
 
 
 
 
 
Copyright © 2008 Imagine Publishing Ltd. All rights reserved
Recommended: Plugins - Flash Player 7+ , Resolution - 1024x768, Browsers - Internet Explorer 5.5+, Safari 2.0+
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson