I love Okami. Its one of my favorite games. Its such a beautiful, sweeping adventure. which is also clever, cool, and goofy. Its such a potent mix that I found myself wanting more and more and more. And the game seemed to never let up. Its like a 3 arch epic or something.
Okami’s combat is too easy. Its so easy, I went very nearly the entire game without knowing how to shoot the beads. In other words, I went the majority of the game without knowing an entire segment of the combat mechanics, and had zero trouble. I didn’t need it at all. While I would have enjoyed it being actually more difficult; It could have at least been designed so that the combat mechanics on offer, were actually needed. Like there could have been some enemies with patterns where it was more useful to shoot them, rather than melee them, or something. So, if we aren’t going to demand mixups from the player with skill and timing; lets at least feature the mechanics so that we don’t feel like we’re just button mashing.
I think the talking had two problems, and too much talking, wasn’t really it. 1. In the original PS2 version, you couldn’t speed up the dialog. And it was pretty slow. 2. The sounds characters made while talking, got annoying real quick. Combined with having to sit and slowly listen to it…ugh. I dunno if later versions had options or not. But, being able to speed up dialog and also turn of the talking noises, would improve the game 200%. It was actually kind of embarrassing to play the game around others, because of the noises during talking.
I don’t recall there being a lot of annoying and blatant errands. They were usually roped in with some other stuff, so it didn’t usually feel like you were doing this one dumb thing, before you could advance. Also, I don’t remember thinking any of it was actually dumb, either. Its been awhile, though…
Also, the game has a ton of personality and the payoff in personality for doing quests is often immense. That’s a key area where Okami is clearly better than Zelda. Zelda often doesn’t have characters. Its always heavy on setting and mood. But aside from one or two token goofballs in each game----Zelda often lacks characters to fill out the settings. Its usually people just standing around with whatever dialog----just like most every other character. And the payoff for completing things is just another item or another gate unlocked. With little reaction from the NPCs.
Can you elaborate on this? The art style…never ceased to impress and surprise me.
The brush mechanic was always fun and refreshing. I think the only area it was actually underused, is with the main boss. You fight him like 3 times and its basically the same exact fight and methods to win. So, they could have come up with something else. But, other than that, I thought the celestial brush mechanics stayed on point.
Now that they have direct touch-to-brushing action on the Switch version: I would love to see a sequel which expands the mechanic with more refined inputs. Such as, actually dotting out constellations from memory. and more completed shapes (existing example being the bomb). Even on a PS2 controller, I always wanted to be doing more shapes.