nintendo didn’t know the gift they gave us when they made a bratty dom
when it came out i was like UGH TOO MUCH FILLER TOO LONG TOO MUCH STUFF I HATE ABOUT ZELDA
but now that ive platted like, assassins creed odyssey i think its short. i appreciate that it gets to the point and ends
my 2019 bar is so fucking low though, anything that ACTUALLY ENDS and isnt planned as a service gets praise from me
winker post
isn’t it that okami went maximalist in all the zelda design elements, of the time, that are disliked
- length
-lack of challenge
-chat abundance
-you picked up this (again) - etc
and wrapped it up in, therefore even more, insultingly beautiful art design
and, as obvious as okami, all of this has been expressed better earlier in a critical mass thread
I have not played it for more than a few mins because I dont actually like looking at it. Something about the smearyness of it puts me off really hard. Its nice in stills but I just dont wanna look at this.
Also genuinely I don’t like dogs. I had too many close calls with dogs coming after me as a kid (including one serious injury) so I just don’t want to spend time around them. Dog sounds and the romanticized image of the wild wolf is not appealing to me sadly.
Funny thing about most of that maximalism though, it wasn’t another quaint Hyrulian hodgepodge.
cat okami with less chat
alright, i can definitely tell now, that the reasons i like okami is why y’all don’t like it. i like that it’s a game where i can turn it on and not
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have to think too much, esp in combat: i found that if i focus more on trying to get demon fangs that i actually have to pay attention a bit more. i will also admit that the game doesn’t really explain how you get these in a way that isn’t ’ read one of the scroll ’ and even then it’s not terribly clear. i remember the first time i played i figured it out by accident and kind of kept going from there.
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ever get tired of looking at it: i’ve found that there does exist people who don’t like the graphics much but for me it’s pretty much one of the best things about the game? sometimes i spend time idling just to swing the camera around and look at everything ( and hear issun or amateratsu yawn )
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be reminded of zelda without actually playing zelda: fun fact, for almost every zelda title i’ve ever played, i’ve never actually beaten it. i get to the dungeon before last, save that game and then that’s it, it’s over. it’s not because i don’t love zelda it’s just because i don’t feel like fighting ganon. i beat okami like at least 4-6 times at this point. i keep buying nearly every port.
i will concede that
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the hand-holding is a bit much. i noticed it during my most recent playthrough but i brushed it off as ’ this game was written for and seriously aimed at children ( issun crawing around in sakuya’s clothes aside ) '.
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it’s loooonnnggg: 60-80hrs is a big ask i guess but this is one of the things i don’t mind about the game. you get to stick with it for a w h i l e and there’s more lore, + more you saving the earth with flowers.
tbh i really like okami from a theological standpoint. i liked learning ab actual shinto legends and watching the flowers ( did i mention that yet ) trail behind amateratsu when she ran but like, i also used to get really stoned and play this just so i could feed the cute animals and almost everything about this game aside from fighting the monsters is really non threatening and chill and it’s just really easy to sink into the world and you’re playing a game where you actually want to help people, and you get to save the world not just by fighting but ’ revitalizing and beautifying ’ and i just think all of that is pretty neat.
- i am not a dog person but i like them a little more than i used to
thank all y’all for answering me tho, i might update this thread when i start playing again just to share nice screenshots or maybe to gripe about parts i don’t feel like dealing with again.
I think I tend to be really critical of this explanation because a) the games I played as a kid had far fewer contrivances “for children” than modern ones seem to, and b) as far as I know children are playing fortnite and shit and these exclusively have the form and trappings expected by people who were children 20 and 30 years ago, so when confronted with a really facile playstation game (ni no kuni was another really obvious one in this respect), I go “who was this for, exactly?”
it’s hard not to reach the conclusion that they’re coddling rather than expanding their audience. that could be a localization thing! but if ni no kuni seriously envisions itself as speaking timelessly to adults the way actual ghibli films do it’s an utter failure
These kinds of moments combined with the score make for the price/time of admission alone. I used to run around in and out of full speed just to get the widest vista full of furball’s flower trail.
Part 2 where the drums roll in harder, supreme
the games i played as a kid were hard as heck so i can’t say you’re wrong! maybe it was less about it being for kids and more about it being a game that was made for someone who didn’t wanna get owned. like i used to play it stoned a lot and i can’t play many games in that state. i wonder if maybe that was the sort of person they had in mind too, instead of kids. . .especially with the humor sometimes.
i hate ni no kuni from what i’ve played of it but it wasn’t about the hand holding, it was the fact that it was boring as hell. i was really let down by it and i try to forget that it exists tbh.
they never shut up and its slow
If this i7-4720 + GTX970M can run cemu BotW well, maybe I’ll finally check it out.
Short of Wow Skyrisms I’ve been ready to see if it’s actually the Experience where 3D Zelda post-Wind Waker failed me. Granted only a few hours of Skyward Sword. Combined I haven’t seen them more innovative, creative than Amaterasu’s bright breath of fresh air.
the guy at 17-BIT who lived in the studio in the loft we named ‘Grandpa’s Lounge’ suffered from insomnia. For more than two years, he spent every night, until 2, 3 am, stoned, playing Journey – swooping, diving, communicating, resting
another favorite of mine!
It was pretty funny cycling between this and God Hand
So with all the ports this has gotten by now which one is actually the best? I heard some of the earlier ones despite running on higher resolutions couldn’t quite emulate some of the more unique effects of the PS2 but don’t know if that’s fixed by now?
Inky black lines envelop geometric edges across the world bleeding out across the image. A textured paper effect is applied to the scene lending the game a sense of texture as if it were being drawn before the player. Objects such as trees and grass consist of beautiful, flat paintings carefully placed into each scene. This is combined with a soft glow applied across the game world. It’s hauntingly beautiful on original hardware with a look quite unlike any other game on the market - even now. In its original form, Okami runs at a 512x448 resolution, which looks great on a nice CRT, but blown up on a large flat panel, it does start to show its age.
When it was released, HexaDrive posted this blog detailing some of the improvements and techniques used to build the HD version of the game, suggesting a native rendering resolution of 4K. However, further on into the blog, the suggestion is we’re looking at 1080p with 4x MSAA. As a result, arguments have persisted for years - is the game really rendering at a higher resolution internally? Does Okami use SSAA? Our best guess is that it is indeed full HD with MSAA, but what is beyond doubt is that image quality on the PS3 version is simply exceptional - and possibly the best on the system. Okami was bolstered still further with higher resolution assets, algorithmically generated by Hexadrive. They look superb. And this brings us onto the third and final conversion effort for Xbox One, PC, PlayStation 4 and the new Switch version. It is undoubtedly the best version yet. Based on HexaDrive’s PS3 port, this new conversion seems to have been handled by Buzz and Vingt et un Systems. All the benefits of the PS3 version are present and accounted for - improved textures, exceptional image quality and, perhaps the greatest feature of all, the option to skip through lengthy dialogue sequences. There’s a lot of text in Okami and it can become tiresome at points, so this new feature is highly desirable. While this function was initially made available on Wii, it was not present in the PS3 port, so it’s nice to see it return in the latest edition.
Looking back, there’s a wide range of excellent Okami HD ports and I can recommend all of them - with the possible exception of the Wii version, which lacks some of the original’s visual effects. The PS3 version is perhaps the most technically impressive, delivering native 1080p with 4x MSAA and 16x anisotropic filtering on a PlayStation 3 - which is quite a feat. It’s only let down by noticeable screen-tearing in some scenes and the lack of dialogue skipping, but otherwise it’s a very close match for the PS4 and Xbox One renditions of the game. While the 4K console twins offer the best console experience overall, image quality is good enough across the board that any one of them are worth a shot.
Excerpts from Okami HD's Switch release is a nigh-on flawless port | Eurogamer.net