@GohanGVO: The thought of using the nub to paint, coupled with the small screen size, sounds pretty painful. But I imagine it'd be doable. They need to release either a PS2 "greatest hits" copy or PS3 port or something. This game needs to be out there so people can play it. #okami
@GohanGVO:
PS2 actually used both analog sticks.
One for controlling the brush, the other for controlling the camera in paint mode.
Could you make the game work on the PSP? Sure. ALL control schemes are adaptable.
Would anybody in their right mind WANT to, though?
...probably not!
At any rate, an Okami port would suck on the PSP if only because it's the kind of game you want to play for long stretches at a time. That small screen would kill it for me quick.
I'm hoping that Okamiden is kind of structured a little differently so it lends itself to shorter play times. #okami
@misc.insanity: Clover Studios is a full development housed backed by Capcom. This is an independent with hardly the same budget, time, or staffing. Of course, Okami is going to look vastly superior. I will say that while the artwork looks nice, the whole "scanned watercolor" aspect doesn't come across so well given how rigid everything looks.
@cosmetic_music: Funny, I play Metal Gear Solid when I want someone to hold my hand and lead me directly from point A to point B without having to think for myself. :^)
@Crazyreyn: You're ruining the game for yourself... :p
I'll say that there is an item that will allow you to pick him up. The item is out in the open, but it's not in any place you'd expect. This is part of my "the location of some items leave a lot to be desired" complaint above. Explore the world some more; nothing special is required to reach and obtain the item. If you're still stuck, lemme know.
Just want to get that out of the way since so many people on-line keep stating such. It's more akin to the old LucasArts text adventure games but instead of individual scenes, you have a platformer environment. It's a nice enough game and worth 400 points I think. The story is too heavy handed though to be entertaining. All enjoyment comes from the puzzles which are generally logical and well done, though the location of some items leave a lot to be desired. The big strike on the game is its horrible inventory system -- three items at a time isn't enough, and juggling items and making long treks across the world to just attempt to solve a puzzle sour the game a bit.
Only 400 points? I'll download away. If only to give people hints that quality games at affordable prices that sell at a nice quantity will still make a tidy sum.
@peacefuloutrage: Too many people dismiss Community Games outright. :/ There's a good bit of excellent and innovative content to be had, but unfortunately people cling to the notion that it's nothing but card games and the like. It doesn't help that when Kotaku and other sites give some press to a CG release, it's Fireplace or Rumble Massage. :/
Thus is the crux of a journalistic code of ethics. Stories important enough for all readers of this website will be published no matter what. Attempting to elevate such small, and relatively insignificant games and developers on a consistent basis could be classified as bias, and in the context, making the news.
@globones: You're new to Kotaku? This site isn't exactly a bastion of journalistic rules and ethics. Numerous spelling and grammatical mistakes, photos of developer swag/bribes, and a constant influx of opinion tinged articles are just a few examples to the contrary. Yeah, they're more or less accepted for an on-line blog and no harm intended for pointing such out to prove the point, but stating that Kotaku shouldn't recommend games as an ethics violation is being a bit silly, particularly when said site frequently does just that.
An article announcing the release of a fireplace application isn't any more newsworthy than a review of a quality game would be to a video game focused website. While Kotaku and others obviously cannot cover everything, there still lies an editorial decision on what to cover, and, unfortunately for many Community Games developers, the crap seems to outshine the good when it comes to media coverage. :/
I've never played Okami yet, though it's sort of on my "to do list" in a backlog of games that still includes Twilight Princess and Dead Rising (almost beat DMC4, huzzah!). By all accounts, the reviews were great and it seems up my alley.
That said, it seems like every year a game or two is released to great critical acclaim and is ignored by the masses. Beyond Good and Evil a few years back was such a game.
Now using that studio model, Capcom can afford a few critic's darlings that flop commercially... provided they're budgeted for in an "indie" capacity. I'm trying to wrack my brain for film analogy, but since word of mouth and positive reviews almost always translate to success at the box office, the closest thing I can think of would be "Blade Runner" (sorry I'm not more recent).
It's now considered a bonafide classic thanks to home video, but at the time of its theatrical run was absolutely crushed in the wake of a little film named "E.T." So maybe the legacy of Okami builds over time and ultimately becomes beneficial to Capcom. For now, sadly, they're stuck with a game that failed to deliver, and too many big investments with small returns will ultimately fold a studio, as New Line Cinemas learned when "The Golden Compass" only made a modest amount of money despite hopes of being the next LOTR franchise.
Yes, we're all for creativity as gamers and applaud games that break the mold. But as a guy who has enjoyed their games since the original NES Mega Man, being more mindful of their budgets and closely monitoring development certainly doesn't hurt them in the long run.
@Jonaconda: think "Donnie Darko": a failure in theatres that had a great midnight afterlife and sold well on DVD. Think "Office Space" which has done more DVD business than it ever did in theatres.
Also, think of how Sony Pictures has Sony Pictures Classics to release frou-frou arthouse titles. They are usually modestly budgeted. Occasionally one will strike gold, but most of their titles will break even or lose a little money; but that's ok because the company is not run for pure profit. I'm going to be interested to see which of the major game studios is the first to start a subdivision like this as the medium matures. Something like "EA Casual", but artsy instead...
I believe Okami is a strange case though. Initially it's a commercial flop. Sure, it lost some money. Give it time though. As long as sequels keep up a high level of quality, the series will continually grow its fanbase. Given time, it will be a top seller.
A game like Okami should be seen as a long-term franchise investment, and companies should consider making these highly creative, high quality risks every once in while.
Hell, they're basing their business on a movie-type model. Make an Okami children's cartoon or movie and a line of toys. I believe they've simply overlooked the possibilities Okami presents.
@Quilt: Sequels? I don't think it's ever gonna happen. I would bet my house on it. If it does happen, it's going to be within a Boy and His Blob sort of timeframe.
Dammit, you just made me break my own heart :( Thanks a lot.
Your idea about the merchandising is not half bad, though. It would make a really good way to cut their losses, if nothing else.
@samwise227: Change to Expanded instead of Condensed on the little bar at the top of the screen. That should help by putting fewer entries on the page.
11/05/09
11/05/09
11/04/09
Would it work just as well on a PSP? Would the jump from console to handheld work for this game?
I'm not sure, thats why i'm asking.
If it would, then bring on a PSP version of the game.
It might give a few more people the chance to experience the game. #okami
11/04/09
The most important aspect of Okami is the painting, and it wouldn't really work on the PsP. #okami
11/04/09
Personally, I would be more upset at the loss of camera control found in the PS2 version. #okami
11/04/09
11/04/09
11/05/09
11/05/09
PS2 actually used both analog sticks.
One for controlling the brush, the other for controlling the camera in paint mode.
Could you make the game work on the PSP? Sure. ALL control schemes are adaptable.
Would anybody in their right mind WANT to, though?
...probably not!
At any rate, an Okami port would suck on the PSP if only because it's the kind of game you want to play for long stretches at a time. That small screen would kill it for me quick.
I'm hoping that Okamiden is kind of structured a little differently so it lends itself to shorter play times. #okami
11/05/09
@dowingba: Is the nub that bad? I would not know considering that I am not a PSP owner. #okami
11/04/09
Correct one: [cache.gawker.com] #okami
11/04/09
11/04/09
11/04/09
05/11/09
05/11/09
05/11/09
05/11/09
05/11/09
05/11/09
05/11/09
Where can I find a boat oar?
05/11/09
05/11/09
05/11/09
I'll say that there is an item that will allow you to pick him up. The item is out in the open, but it's not in any place you'd expect. This is part of my "the location of some items leave a lot to be desired" complaint above. Explore the world some more; nothing special is required to reach and obtain the item. If you're still stuck, lemme know.
05/11/09
Just want to get that out of the way since so many people on-line keep stating such. It's more akin to the old LucasArts text adventure games but instead of individual scenes, you have a platformer environment. It's a nice enough game and worth 400 points I think. The story is too heavy handed though to be entertaining. All enjoyment comes from the puzzles which are generally logical and well done, though the location of some items leave a lot to be desired. The big strike on the game is its horrible inventory system -- three items at a time isn't enough, and juggling items and making long treks across the world to just attempt to solve a puzzle sour the game a bit.
05/11/09
05/11/09
05/11/09
Thus is the crux of a journalistic code of ethics. Stories important enough for all readers of this website will be published no matter what. Attempting to elevate such small, and relatively insignificant games and developers on a consistent basis could be classified as bias, and in the context, making the news.
05/11/09
An article announcing the release of a fireplace application isn't any more newsworthy than a review of a quality game would be to a video game focused website. While Kotaku and others obviously cannot cover everything, there still lies an editorial decision on what to cover, and, unfortunately for many Community Games developers, the crap seems to outshine the good when it comes to media coverage. :/
03/04/09
That said, it seems like every year a game or two is released to great critical acclaim and is ignored by the masses. Beyond Good and Evil a few years back was such a game.
Now using that studio model, Capcom can afford a few critic's darlings that flop commercially... provided they're budgeted for in an "indie" capacity. I'm trying to wrack my brain for film analogy, but since word of mouth and positive reviews almost always translate to success at the box office, the closest thing I can think of would be "Blade Runner" (sorry I'm not more recent).
It's now considered a bonafide classic thanks to home video, but at the time of its theatrical run was absolutely crushed in the wake of a little film named "E.T." So maybe the legacy of Okami builds over time and ultimately becomes beneficial to Capcom. For now, sadly, they're stuck with a game that failed to deliver, and too many big investments with small returns will ultimately fold a studio, as New Line Cinemas learned when "The Golden Compass" only made a modest amount of money despite hopes of being the next LOTR franchise.
Yes, we're all for creativity as gamers and applaud games that break the mold. But as a guy who has enjoyed their games since the original NES Mega Man, being more mindful of their budgets and closely monitoring development certainly doesn't hurt them in the long run.
03/04/09
Also, think of how Sony Pictures has Sony Pictures Classics to release frou-frou arthouse titles. They are usually modestly budgeted. Occasionally one will strike gold, but most of their titles will break even or lose a little money; but that's ok because the company is not run for pure profit. I'm going to be interested to see which of the major game studios is the first to start a subdivision like this as the medium matures. Something like "EA Casual", but artsy instead...
03/04/09
A game like Okami should be seen as a long-term franchise investment, and companies should consider making these highly creative, high quality risks every once in while.
Hell, they're basing their business on a movie-type model. Make an Okami children's cartoon or movie and a line of toys. I believe they've simply overlooked the possibilities Okami presents.
03/04/09
Dammit, you just made me break my own heart :( Thanks a lot.
Your idea about the merchandising is not half bad, though. It would make a really good way to cut their losses, if nothing else.
03/04/09
03/04/09
03/04/09
03/04/09
03/04/09