Himuro, dude, you simply didn't want to like Okami. Admit it. You can defend shit like Shenmue and Yakuza -- apparently entirely because of theme -- but you'll produce ridiculously contradictory observations about a game that you somehow find threatening or because you want to score points against your fanboy nemeses. What the **** EVER, dode.
Dragona: Okami's dungeons are ace. As Capcom/Clover did with Minish Cap, the dungeons are more closely intertwined with the overworld, but they're there -- they're just less discrete and more atypical. They ****in' ROCK.
That said, I have a few complaints with Okami, as with all games:
1. Issun needs to shut his yap during those moments when pictures serve far better than text -- namely, boss introductions and quest closures. The intro WAS too damn long, but I feel ANY intro is too damn long in ANY game. Wind Waker's intro, shitty starting island and stealth dungeon 3 hours was almost intolerable, and far worse than Okami's pedantic intro plus tutorial hour-and-a-half. (There has never been a moment more effective in games of these type as was in Ocarina when Link enters a large chamber within the Deku Tree and sees that single alien eye peering out at him from the ceiling's mist before suddenly coalescing into MOTHER****ING GOHMA -- it was scary, it was perfectly executed, and it was BRIEF.)
2. Camera sucks, much like it does in the 3D Zeldas. I don't wanna see the main character's ass when I'm pressed up against a wall. You'd think SOMEONE woulda fixed it by now, but I won't expect a Japanese developer to do it. They haven't gotten a third-person action camera half as right as Insomniac or Naughty Dog have.
3. Saves take too damn long, and I'd like a few more points to save in the "overworld". I have a ****in' kid and need to stop on a moment's notice to shove in Mysteries of the Deep: Dolphins or Fantasia 2000.
4. What few mini-game sequences that do exist aren't stellar. The vines-to-logs sequence and the fishing were "eh". Neither were as stupidly aggravating as Wind Waker's lantern jumping (camera hijinks for the loss), "stealth dungeons", or sailing, though. I can't fathom the complaints about the wall guard weak point "games" -- I nailed 'em all on the first try. I rock.
Outside of that, I consider Okami largely unimpeachable and any complaints beyond those listed above nothing more than aggravated fanboy sophistry of the most disingenuous order. The game works spectacularly well as designed, and the brush system is brilliant re-imagining of the more traditional "tools" system found in the Zelda titles (and its third-rate clones). Best of all, it works perfectly within the context of the game and its art direction. I can't say I'm sorry that the Nintard brigade is threatened by it -- given that I've been saying that Capcom knows how to make traditional epic Nintendo titles better than Nintendo does these days -- but I also expected quite bit better criticism than this "wah wah I hate the brush" nonsense or worse, lameduck criticisms that are equally applicable to ANY 3D Zelda created. Gerrymandering over what consitutes a "fetch quest" or "exploration" is retarded -- if you want to the equivalent of Wind Wakers inane sailing, triforce quests, and the horrible baton motions, then...wait, there IS NO EQUIVALENT to that degree of terrible game design in Okami.