Zenien
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Okami Review
Clover Studio's adventure finally hits our shores. Is beauty only skin deep, or does this wolf have a real soul?
by Chris Roper
September 15, 2006 - Since our first look at the game, it was quite obvious that Okami would be something special, and very likely wind up as one of the PlayStation 2's last must-have hits. Gamers everywhere have been waiting for this game with bated breath as it has long promised to be entirely original, wholly beautiful and quite possibly the PS2's answer to Zelda.
In large part, the game has met all of these expectations. It isn't perfect by any means, but what it does right it does extremely well. In fact, the game will surprise you in ways that you hadn't expected, even after its beauty has become familiar and even taken for granted. It might not quite be on the level of Zelda, but it's probably the closest thing we've ever seen outside of Nintendo, and that's saying a whole lot.
Okami's design is based around its Celestial Brush, a godly mechanism that literally lets you paint things into the world or directly affect its state, like changing night to day or causing the winds to rush. Nearly every element of the game is tied into this brush in one way or another, and as such, much of its success is based on how well it works and was implemented.
Using the brush becomes second-hand almost instantly. Holding down the R1 button, you use the left analog stick to paint while the right analog stick will pan the camera, even in the brush's paused state of time. The Square button will paint a standard line while the Triangle button is pressure-sensitive, allowing you to paint thin or thick lines at will. You don't really need to use this very often other then when you need to cover a fair bit of the screen, but it's nice that you have this play with the pressure.
Your ability to paint detailed or even perfect shapes with the brush will depend upon your mastery of your analog sticks, but luckily the game gives you plenty of leeway with your shapes. If you need to draw a circle, a fairly long oval will usually suffice as long as you connect the ends. There are occasions where you'll miss this by a smidge and will need to retry, but there are hardly any cases where you'll get penalized for it.
The power that you have with the brush is rather fantastic. You're able to chop down most trees at will to find goodies, spring life back into dead trees, bring out the sun during the night, call upon the winds to do your bidding, yank water from a spring to put out a fire, materialize a large bomb and much, much more. These things you can do at will, but many of the bigger, "world changing" events, like drawing a bridge into existence, only work at predefined areas. While these sections can sometimes feel a tiny bit contrived as you're really just going through the motions and doing what the game wants you to do, many of the brushes other functions work at your whim and do so wonderfully.
Perhaps the only somewhat disappointing part about the Celestial Brush is that most every shape is based on either circles or lines. This means that through most of the game you'll be connecting two objects via a line, slashing through something or circling something else, and these three motions pretty much cover the game's 15 brush techniques. This is very likely the result from a combination of intuitive play and hardware limitations, but just a little more variety would have been nice.
Continued...