I finally got around to playing Okami on the Wii this week. I really wanted to enjoy the game, but it's difficult for me to get past all the collecting and endless NPC conversations that drag down the pace of the game. It seems that the only complaint most critics had with the Wii version is its poorly implemented Celestial Brush controls. Sure these are annoying, but I think that they are far from the game's cardinal sin.
It's basically a Zelda game, for better and for worse. It looks great. The world is a joy to traverse, and the ancient oriental flourishes are a welcome change of pace from the usual medieval sword and sorcery. It's a stylistic triumph.
The thing I hate most about action-adventure games is the impulse that the developers have to litter the game's environment with collectables. It's repetitious and it prevents me from enjoying the beautiful surroundings. Just once I'd like to pass through a forest without having to dig up medallions, shake fruit out of trees, or cut through grass in order to collect butterflies or beetles or some other meaningless token. It's lazy game design. I'd much rather play a game half as long if it were stripped of the mundane.
The other drawback is a bevy of bloated dialogue. Fortunately most of it is skippable, but it would have been even better to eliminate the player's annoying sidekick who serves to state the obvious constantly.
Why can't more 3D adventure games be like Cave Story?
Related Links:
Whatcha Playing: Cleaning House, Finding Roots
Whatcha Playing: FusionFall
Whatcha Playing: Persona, Fallout, and the Trans-Pacific RPG Ideal