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 So it’s 2007, Clover Studios are still together, the PS2 is in its Autumn years and there's a gap in the market for a decent Zelda-esc style title for Sony's leading platform. I will confess and if you stop reading from now on I will understand, I never was massively into Zelda. I owned a few of the NES versions, I was aware of the Cube's flagship title and I had a pop at the Twilight Princess on the Wii (which i actually quite liked). As a Kid i was fickle with my game choice, it needed to have hardcore arcade action, I was one shallow little shit back then. Viewtiful Joe 1 and 2 had just had a great run on the PS2, they appealed to my fast paced craving and I totally loved what they stood for, craziness, side scrolling retro fun, cool boss's and a nostalgic vibe with great humor, they never took themselves too seriously but the gameplay was detailed and skilled like a lot of the studio's later titles, it was a beacon of hope for innovation. The sequal featured two player co-op and in pre online days this was always a welcomed bonus, those with an eye for a quality studio knew that these guys had a talent and sure enough that came true in spades.

Okami stuck to these rules, strange characters and humor, beautiful cell shaded graphics and gameplay with the added angle of an open world, featuring a traditional Japanese story line and back drop based on their gods, warriors and legends. The cell shaded style was not a new idea for the PS2, it had been done before with an FPS called Thirteen which was pretty standard but visually a joy to look at. Okami took this to another level, critic's and myself still today comment on how much effort went into the games style, it was quite frankly stunning and lush loud colour. The environments stood out, gorgeous pink blossoms combined with waterfalls, plants and flowers gave it life way beyond anything I thought possible on the system. If you have never seen its visuals just check out the screenshots, in motion the game looks even more spectacular. So what has it got to do with Zelda? Well it’s a questing action RPG deep down, there was quite a lot of player choice. The plot is that evil spirits and demons had taken over the land, turning everything from an alive vibrant forest to darkness and gloom. You play as a wolf, called Amaterasu and if it wasn’t that Clover made this, I am sure as hell I won’t have given it the time of day as wolfs can’t hold guns of fly helicopters so there wasn’t that initial appeal. Anyway it turns out that Amaterasu is a total badass and beats the crap out of anything unfortunate enough to get in her way, so it all worked out in the end. Your mission was to reclaim the darkened zones and take back and restore the forest to its former glory. Enemies roamed the various locations in symbol form, they looked like wandering scrolls cloaked in dark smoke, scattering the landscape and often stood between you and progression, it was only when you touched the drifting package that you were transported into a combat arena. This is when things went mental, the game flipped from a laid back exploring affair to a lighting quick reaction based fighting arrangement. The enemies spawned in to the zone with you which was quite small but not constricting, there were an incredible amount of different types of foe to deal with depending on what stage in the main story you are to. Now so far apart from the graphic's this game hasn’t really broken any molds, well that is all about to change because the combat was totally white knuckle. You could pause the fight at any point and draw a brush stroke over the screen and paint different symbols to execute a  special attack, while the game is paused in this mode you could rotate the screen 360 degrees to get a better look at things, like a Matrix style slow down mechanic. Some attacks needed you to paint the brush on a certain area like the strings on a goblins guitar, that they would use to block until you cut across the fret board rendering the instrument useless leaving them open to attack. You also had real time slash and jump moves that played out in the usual flawless Clover fashion. It was a brilliant idea that looked and played amazingly well and worked even better on the later released Wii version with the free hand remote.

Its traditional charators and artwork really struck a chord, great back story and funny NPC's always seemed to cheer me up. My xbox 360 got the dreaded red ring of death a few years back. I fired up the old PS2 for my gaming fix, Okami was my first choice, I got straight back into it, the boss fights are so much fun and the brush stoke idea was still looking fresh. My new xbox arrived and I kept on playing Okami until completion a second time over, I hand sank over 120hrs into to the game by the end and still miss playing through its crazy world. Its clear that the designers had Zedla in mind when putting this together but they came up something entirely new and joins the well earned place in my top 5 PS2 games of all time.

 

 Best Wishes Oscar 

Oscar 

This site is dedicated to lavishing over the modern classic's of gaming 

There's a generation out there that have no idea what sort of technically wonderful age we are living in, in 1988 I would spend up to 24 hours trying to install software or loading popular titles onto my tape driven crummy system. All it took was a car to drive outside and the whole process would have to start again. Just like a grandfather with his old war stories, I aim to enlighten and show the younger crowd how lucky they are and that some of the tripe these modern developers churn out is actually quite good.

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​​© Copyright 2012 Designed by Oscar Cooper.

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