Okami

Gaming on the Playstation and Xbox Platforms
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Which is it?

GREATEST
4
100%
great
0
No votes
 
Total votes: 4

CurulleanCat
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Okami

Post by CurulleanCat »

Great PS2 Action Adventure RPG or GREATEST PS2 ACTION ADVENTURE RPG?

Im voting for GREATEST. Its quite possibly the best game in the library of PS2 games.
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SegaVega
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Post by SegaVega »

Okami is a triumph. It's heritage might not translate to English so easily, but it can't be faulted for being itself. It's absolutely fearless, it's idea is unreal, and it's the best game on the Playstation 2. I won't even get into the reasons.
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durkada
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Post by durkada »

SegaVega wrote:Okami is a triumph. It's heritage might not translate to English so easily, but it can't be faulted for being itself. It's absolutely fearless, it's idea is unreal, and it's the best game on the Playstation 2. I won't even get into the reasons.
Perhaps you should.

I say that only because I don't see it being the greatest of all PS2 games. I will admit that it is visually arresting -- it certainly ranks as one of the most stylish of all games, regardless of platform.

And, frankly, I only played it for half an hour -- 17 minutes of which was just getting through the opening dialog/story of the game. What I saw after that was fairly standard fare -- in terms of gameplay. Run around, bash open pots and chests to reveal coins, follow scripted storyline. What points it achieved for atmosophere, I think is squandered by being too blatantly a game. Thats a silly thing to say, I suppose -- its obviously a game -- but it makes too many references to itself in the context of being a game (the annoying painter spirit that clings to you throughout, being the chief source of such references). That, and, again, this third person 3D platformer (is that the genre?), plays like so many before it -- it only serves to detract from the atmosophere so lavishly rendered.

The novelty of this title appears to be the magic painting thing -- an interesting idea, surely, but one which didn't feel convincing to me. We apply the paint to the world in, again, a scripted fashion, or use a quick paint stroke in combat. Had this concept been more free-form, it would have been more impressive. And, with my inability to control the analog stick with any degree of accuracy, combat is more of nuisance than a pleasure -- getting a stroke that doesnt bend sharply and negate the attack, is difficult for me.

I'm going to spend more time with it. I have faith in Capcom, and hope that I'm missing something. These are, after all, only first impressions. I'm hoping that you, who love the game, will be able to point out something I missed. Hopefully these first impressions will be dispelled as I play a bit more. I'm often wrong about games...

The only definite exception I'll take to your post is the ranking as the best game for the PS2. Everyone knows that's Shadow of the Colossus, followed closely by Ico :)
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SegaVega
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Post by SegaVega »

durkada wrote: And, frankly, I only played it for half an hour -- 17 minutes of which was just getting through the opening dialog/story of the game.
Here's my standard-fare answer that the best is yet to come. The opening is slow, and it's setup is very light. It's not until a few hours in that the scope and design becomes apparent.
What I saw after that was fairly standard fare -- in terms of gameplay. Run around, bash open pots and chests to reveal coins, follow scripted storyline. What points it achieved for atmosophere, I think is squandered by being too blatantly a game. Thats a silly thing to say, I suppose -- its obviously a game -- but it makes too many references to itself in the context of being a game (the annoying painter spirit that clings to you throughout, being the chief source of such references). That, and, again, this third person 3D platformer (is that the genre?), plays like so many before it -- it only serves to detract from the atmosophere so lavishly rendered.
For 30 minutes, you won't see a lot. The game is very "Zelda" in it's mechanics; the pots, treasure, etc. - it's the best way for a game of this size to present itself and offer completeness over a long adventure. The character that accompanies you, you'll see is quite needed. Because Amaterasu is a character who lets the player speak for her, the companion does the rest, and eventually brings out the personality in the quiet wolf. The storyline, like Zelda's or most other games, is scripted, yes, but are you saying that's a flaw? A story? The game creates dozens of subquests at a time, and all of those I've played are truly well produced. "The Horrible Mrs. Cutter" was particularly powerful at first. It being a "game" becomes less and less relevant the more you play through it. It becomes a grand experience, to sound a tad melodramatic.
The novelty of this title appears to be the magic painting thing -- an interesting idea, surely, but one which didn't feel convincing to me. We apply the paint to the world in, again, a scripted fashion, or use a quick paint stroke in combat. Had this concept been more free-form, it would have been more impressive. And, with my inability to control the analog stick with any degree of accuracy, combat is more of nuisance than a pleasure -- getting a stroke that doesnt bend sharply and negate the attack, is difficult for me.
You're basing this all on 30 minutes? The brush mechanic becomes a flawlessly controlling and genius device the more you use it. I'd hardly say there's a learning curve at all. Clover ultimately creates ways of using it in battle and gameplay that awaken a sort of second character. It becomes fast, fluid, and makes fighting enemies a rewarding experience once you've gained new abilites. A "free-form" brush would have stolen much of it's immediate impact and accuracy. You'll see how important the brush becomes as you begin to change the world one land at a time.
I'm going to spend more time with it. I have faith in Capcom, and hope that I'm missing something. These are, after all, only first impressions. I'm hoping that you, who love the game, will be able to point out something I missed.
Good, if you play further in, I'm sure you'll understand. The design, the fearlessness, and the subtext of gaining empowering "praise" as the world comes to believe in you as a savior and god, each develop much later in the game. There's too much to say about Okami, too many nuances that deserve high mention. I've seriously been slaughtered by what it's presented. Just play it slow, appreciate what it does, and really enjoy the experience; the game will let you know what you've been missing.
The only definite exception I'll take to your post is the ranking as the best game for the PS2. Everyone knows thats Shadow of the Colossus, followed closely by Ico :)
Shadow of the Colossus held itself high on my list, but Okami has proven itself a more rich and capturing experience. Colossus was a game devoid of design and story, which made the few things it did absolutely remarkable. But every layer of Okami is either highly original, at the pinnacle of gaming, or in most instances both. I'll never be able to say what this game actually is in a quote-answer response.
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Post by Collin »

I'm loving it so far. The only problem is I had to take a bit of a break after about 6 hours in and I'm having trouble getting back to it. The fight with the first boss, the spider/plant with the eyeballs in its abdomen was quite fun.
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