Okami HD

Developer: CAPCOM, Clover Studio, Hexadrive, Ready at Dawn

Publisher: CAPCOM

Platform: Switch

 

Paintings of the Gods

It was a dark and stormy evening back in 2006 when I picked up my release copy of Okami. The rain was coming down in sheets, and I remember it being cold for the end of April. Out in this lovely and gloomy weather an old friend and I walked into the local EB games, and there it was, the new game from Clover Studios where you play as a wolf and paint; the clerk made to sure to comment on how strange it sounded, but I was ready to finally sink my teeth into it. I had loved the games Clover had made so far, and I had watched Okami’s development for years, and my excitement was growing with each look. I was ready to experience this beautiful and unique game, and once I popped the disc into my PS2 and got playing, I was not disappointed.

Now here we are again, almost two decades later, and I am about to dive back into Nippon and finally reach the end of Amaterasu’s journey to save the world. I hate to admit it, but I never finished Okami all those years ago, and I was determined to this time. I had started it countless times over the years, and this time I would finally see her journey through.

 

Design and Presentation

I believe that the decision to change the game’s art style from the original ‘realistic’ look to the cel-shaded, water colour art style was the right decision. Watching the colours dance across the screen as if they’re being painted over and over again is mesmerizing, and unlike anything that has before or since; the only game that comes close to this is The Wind Waker, and that’s really only because they share the cel-shading. The art direction is why the game has aged so gracefully, and why even to this day, Okami (even the original) is amazing to behold. The HD remake of Okami retains the magic of the original, and I love how crisp and clean it looks, and how well it runs; it makes the whole experience just that much better. While I loved the PS2 version, I do remember it struggling at time, so to see it running in such an amazing state is a feast for the senses.

The music in Okami is absolutely amazing. I am a big fan of the classic Japanese music that is woven throughout the experience, and I find that it always lends itself so well to the scenes and adventures Ammy and Issun find themselves in. The sound effects are also awesome, and just like the music, adds to beauty of the game and helps to make the world feel alive.

It is easy to see how much the Legend of Zelda inspired Okami and its game design; hell, it’s one of director Hideki Kamiya’s favourite series. You could call it a Zelda clone, but that would be doing Okami a massive disservice, because it takes the formula and makes it its own. The biggest and most obvious difference between the two is the celestial brush, and the whole painting mechanic; using the brush to interact with the world is unique and really adds to the feeling that you’re inside a painting. You also gain renown as you adventure across Nippon, which acts like experience points that you then spend to make Ammy stronger. The world design, that of large areas connected to each other via loading screens and the like, is very much like the Zelda games of the era; while it’s not an open world, it does feel expansive.

The people you meet along your journey to restore life to Nippon are a colourful cast of characters. I want to keep spoilers of this game to a minimum here, because I really think Okami’s story is best experienced with fresh eyes but trust me when I say that the supporting cast add to the whole package and make the game a special experience. There are a variety of personalities on display, and they all help to make the world feel alive and colourful.

One area where Okami does not shine is the camera. It is very much a product of its time, and I found I was fighting with it more than a few times during my playthrough. Especially when it comes to trying to make certain jumps, I found the camera would just not cooperate and led to me falling to my death more than a few times. I can’t hold it against the game too much, because like I said, it is very much and product of its time, but I do hope that the upcoming sequel (which I will only get once it’s on sale, because these companies can fuck off with their $100+ games) brings the camera into the modern age.

 

Gameplay

The combat is relatively solid. Amaterasu battles against evil yokai with her celestial brush (her ranged option) as well as three kinds of weapons for melee combat: mirrors, rosaries, and glaives, also known as the divine instruments. Combining the brush techniques and the divine instruments leads to some amazingly intricate boss battles, once again in the vein of Zelda: you acquire a brush technique in the dungeon and then use it against the lead demon to exploit their weakness. It’s a tried and tested formula, and it works great here. Now, I do wish you did battle with the rank of file demons out in the overworld, and not in the small arenas that spawn when you encounter them. I find that the small arenas don’t let the combat breath like with the boss battles, and I hope that in the coming sequel they do away with them.

The world of Nippon is divided into large open areas for Ammy and Issun to explore. They range from quaint towns, spooky forests, open fields, coastlines, and the frozen north, among others. In each of these areas you work to defeat the evil spirits who are trying to drag the world into darkness and bring life back to the land. Amaterasu also delves into a multitude of dungeons ranging from caves, to the guts of the emperor, to castles, and other interesting places; each time you are working to not only defeat the evil within the dungeons but also revive and bring nature back to the land. The ecological message is front and centre in Okami, with saving the world being about more than just defeating the big bad guy, it is also about letting nature flourish under your care.

Platforming also plays a large part in this game, for better and for worse. I have always appreciated being able to jump in my action-adventure games, but Mario this is not. The jumping is stiff, and coupled with the uncooperative camera, some of the jumps you need to make can be infuriating. It’s not the worst platforming I have ever experienced, and it doesn’t detract from the game as a whole, but it definitely needed some work. Here is hoping that in the upcoming sequel the jumping is improved, because it needs it.

 

Conclusion

I’m happy that after damn near 20 years, I finally finished Okami. There are still side quests and the activities that I didn’t finish, and probably a few that I missed entirely, but I feel like I got what I wanted from the game. There is a new game +, so if and when I do want to play again, I’ll be giving that a go without a doubt.

If you’re a fan of the Zelda series and action-adventure games, then Okami is something you should try. While it does show its age at times, its style and charm are second to none, and I think that the bit of jankiness the game has just adds to the experience. Here is hoping that the upcoming sequel, which from what I have read is being made by a lot of the original team, is just as good and just as stylish! It’s a shame then that I won’t be picking it up right away, because with how things are going, it will be well over $100 when it comes out.

 
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