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    Okami ships; look for it tomorrow.

    Tuesday, April 15th, 2008

    okami wii box artCritically acclaimed PS2 adventure, and perhaps the system’s own “Zelda killer,” Okami has now come home to Wii. For all the noise I’ve made in the lead-up to this title’s production and release, I still have the fullest confidence that the game will be worth the wait.

    Epic adventures like this don’t come along too often for Wii, so make sure you support the game by buying it new if you want to play it. Capcom is always quick to point out that games that sell well get company, and this is exactly the kind of company that core gamers like us crave on all platforms. You can trust I’ll be talking about this game as soon as I can get my hands on it (which might not be until Friday, surprisingly enough) so if you’re still on the fence, just hold out for my impressions.

    Read on for the press release.

    Read the rest of this entry »

    Okamiday Final Edition: Just a few more days.

    Saturday, April 12th, 2008

    Okami for WiiBy now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Final Edition. Okamiday is me posting assets and articles periodically about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales at launch were so weak as to likely be a major factor in the developer’s dissolution.

    Here were are just a couple of days before the release of Okami on Wii, and there are already a handful of opinions and impressions on the transition. The original PS2 game got some very strong reviews, and Wii reviews so far have not been quite as favorable. While the consensus seems to be that the mechanic is suited to IR control, impressions from IGN’s Matt Casamassina state that some of the controls are hard to execute until you understand exactly how they were designed to work. The example given is a vertical gesture that makes water spout from the ground, which works better with a quick short stroke than a long one. Something they mentioned a few podcasts ago was that the dodge motion, which uses the nunchuk, really doesn’t work at all, but is not necessary for the game anyway. They also complain about the uneven framerate in the game in recent podcasts, something that was apparently an issue in the original game as well.

    Read the rest of this entry »

    Okamiday Volume 10: Of Delays and Sleeper Hits.

    Friday, March 21st, 2008

    OKAMI-11.jpg

    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 10. Okamiday is me posting assets and articles periodically about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    Okami has been delayed from March to April 15th. I didn’t bat an eyelash… take your time, guys, I’ve been waiting years for this and I’ll wait as long as it takes. Beyond that, now I’ll be picking up Ninja Gaiden: Dragon Sword this month instead of waiting. End of commentary on Okami delay.

    There were some exciting surprises in a new IGN article called “Okami’s Second Chance” by Nintendo Editor-in-Chief Matt Casamassina. One of the biggest was that Okami has not been a failure after all. Despite some weak initial sales, the game has shown to have surprising legs, racking up about 270,000 units in sales so far. While this is nothing spectacular, as serious hits will score millions of units sold, it goes a ways to vindicate the game’s quality, as it’s clearly selling even today on word of mouth.


    Call it a cult hit then. But why didn’t Okami for PS2 sell even better? “New IP is always hard,” says Svensson. “I think that the mainstream doesn’t see cel-shaded titles as super appealing. If you look across the slew of all cel-shaded games, developers sort of have an inside joke, saying, ‘Okay, it’s cel-shaded — it’s going to be sent to die.’ Believe it or not, unfortunately the mainstream doesn’t react well to the ‘games as art’ pitch and to do big numbers sometimes you have to tap the mainstream.”

    Of further interest is mention that of course, if the game were to be an exceptional seller on Wii, continuation of the franchise would most certainly be considered. Hmm, not sure about that one. I’ll let you know once I finish the game if the story feels unfinished. Of course, there’s always other ways they can spin mythology to tell a story using that art style.

    Source: IGN

    Okamiday Volume 9: Glorious 480p Widescreen.

    Saturday, February 16th, 2008


    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 9. I will be posting assets and an article periodically about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    And here it is, the first footage of Okami running on Wii in 480p and widescreen. The interview that accompanies this and some other videos over at IGN is enlightening. I enjoyed hearing about the challenges in the port process, and just how good this game is going to be.


    IGN: Does the game run in 480p and 16:9 widescreen modes on Wii?

    Ready at Dawn:
    Absolutely. This was two of the things that were at the top of our list when we started the port. The game looks awesome as it runs at a higher resolution than the original PS2 game.

    IGN: Has anything been sacrificed in the port to Wii? Audio quality, framerate fluidity, texture quality, etc.?

    Ready at Dawn:
    There were a couple of effects that we simply couldn’t reproduce exactly on the Wii because the rendering pipelines of both platforms are completely different. We adapted those to look as closely as possible like their PS2 counterparts but they’re not exactly the same per say.

    IGN: In your opinion, does the game play better or worse on Wii?

    Ready at Dawn:
    I can’t go back to playing with the PS2 pad now that I’m used to the Wiimote/nunchuk combination. It’s just so much more fluid and intuitive on the Wii. Being able to skip the cutscenes on the Wii is a big plus for me personally too.

    Okamiday Volume 8: Going to the Dogs.

    Saturday, December 8th, 2007

    dog-banner.png
    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 8. I will be posting assets and an article every weekend about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    Okami is, as we saw last week, not the only game to ever have a canine as the protagonist. Okamiday Volume 7 covered Twilight Princess, so we’ll start there and work our way back through three other games with man’s best friend, or something not far from it, as the star. I’m excluding games where you play with dogs rather than as them, such as Nintendogs and Dogz.

    Read the rest of this entry »

    Okamiday Volume 7: The Zelda Connection.

    Sunday, December 2nd, 2007

    midna-link.png
    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 7. I will be posting assets and an article every Saturday weekend about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    Most people noticed that there was a certain parallel between Okami and The Legend of Zelda: Twilight Princess and its predecessors. You have a protagonist who takes the form of a wolf. You have a helper who rides around on you in the tiny fairy Issun that follows Amaterasu around and of course, the Twilight Princess herself, Midna, who rides Link around and helps him from the shadows when he’s in man-form. Even the gameplay has some strong similarities, in a world that has been made dark and colorless by a powerful enemy that you need to restore to its prior self.

    Even taking into account that a franchise as successful as Zelda is going to have some templates it’s created and follows (in fact, Twilight Princess is a lot like Link to the Past in a number of ways) this seems like it could be pretty significant coincidence. Well, no, it’s not.

    Read the rest of this entry »

    Okamiday Volume 6: And now for something completely different.

    Saturday, November 24th, 2007

    08.jpg
    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 6. I will be posting assets and an article every Saturday about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    Tastes and experiences will always differ in gaming, just as it does in everything else. While Okami received some extremely strong reviews, averaging a 93% at Metacritic and GameRankings alike, not everyone was terribly fond of the game.

    Read the rest of this entry »

    Okamiday Volume 5: Bringing Back the Wolf.

    Saturday, November 17th, 2007


    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 5. I will be posting assets and an article every Saturday about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    Today we’ve got an interview from Capcom’s developer blog with Christian Svensson, Vice-President of Strategic Planning and Business Development. Interestingly, he comes completely out with the poor sales on the original game and tosses out some ideas as to why (he seems to echo my view that it was the positioning of a new IP that late in the console’s life cycle). He also talks about the fan push for the game, and how it’s made a big difference in bringing the game about.

    Excitingly, there’s a timeline showing the port was arranged in March and approved in May, additional content has not been completely ruled out, and the Wii version is currently up and running.

    As it stands today, the team has the game assets converted (quite the laborious process), up and running in a ported version of Clover

    Okamiday Volume 4: Did I Mention it’s Coming to the Wii?

    Saturday, November 10th, 2007


    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 4. I will be posting assets and an article every Saturday about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.

    This week, I stumbled onto video of the actual presentation and announcement from Capcom’s Gamers Day this year over at GameTrailers. I spent a lot of time looking for this video when the announcement came, but at the time, it was nowhere. I’m not sure why I missed it at the time, because this would have been Okamiday Volume 1. At any rate, here it is. Hit the link for a transcript, just so I don’t look lazy. Well, lazier, anyway.

    Note that Pattison says the words, “enhanced graphics,” which directly contradicts an interview from the show floor, published at IGN. I suppose we’ll see as time goes on.

    Read the rest of this entry »

    Okamiday Volume 3: Get the Retro Soundtrack free.

    Saturday, November 3rd, 2007



    By now if you haven’t heard that Okami’s coming to the Wii, you at least know how badly I’ve wanted this to happen. In that light, here we have Okamiday, Volume 3. I will be posting assets and an article every Saturday about Okami, the PS2 game that’s widely considered Clover Studios’ swan song, a game whose sales were so weak as to likely be a major factor in the developer’s dissolution.


    Capcom’s web presence for Okami for us anglophones is pretty disappointing. What? No, it isn’t? Well, I’ll admit it’s a beautiful site and is very nice, but have you seen what the Japanese got? A far deeper, more elaborate site with lots of hidden goodies. What sort of goodies, you say? Why do you keep asking yourself questions, you say?


    Poke around a bit on the site and, just as I did, you might bump into an MP3 or 17. You can pick up the soundtrack to Okami for free by downloading it there, but there’s just one caveat. These are interpretations of the songs from the game in a retro style, the way the game would have sounded if it were an RPG on an NES. The first track, in fact, is a compilation of others. It actually sounds like gameplay would have sounded in an NES Dragon Warrior-style RPG version of Okami. This is great stuff if you’re into this kind of retro madness. Here’s how you find it.

    Read the rest of this entry »



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