Ikopi said:Meh, that's about the regular price for a new third party Wii game.
However, while a few minor things may have been lost in the port, Id argue that ultimately this is a more important game for the Wii than it was for the PS2. The Wiis unofficial designation as the console for everyone has meant that a lot of the games developed for the system are quick-hit multiplayer experiences; as a result, there arent a whole lot of deep single-player games available. Okami helps fill that void, and hopefully other publishers will be encouraged to make more games that do the same.
The gorgeous sumi-e Japanese watercolor world thankfully makes the translation intact, though. It looks more brilliant than ever in 480p and true 16:9 widescreen, which makes the rolling vistas all the more beautiful. As if the narrative weren't motivation enough, the unique art style will perpetually push you onward to the next area, just to see what it looks like. Every corner of the world feels novel; each of the game's bulbous bosses and plentiful basic enemy types revel in their own unique visual designs, introducing new aesthetic palettes and environments right up to the end. The papery-looking graphical filter is toned down to accommodate the Wii hardware, but it wasn't something I noticed until I was told about it (and even then, it wasn't a big deal)...For younger Twilight Princess fans, this is your true coming-of-age adventure...and for older gamers free of nostalgia's shackles, Okami provides a far more refreshing, creatively stimulating journey.
Bleh.Vagabundo said:Pricing was the key here. This is a port and Mario Kart is 50. Okami Wii should have been 30. Bad move Capcom, hope it works out for you.
TheOneGuy said:Bleh.
Fuck that.
Developers shouldn't have to be afraid to price something at $40. There are more than two price points in this world.
Vagabundo said:Pricing was the key here. This is a port and Mario Kart is €50. Okami Wii should have been €30. Bad move Capcom, hope it works out for you.
Scrubking said:It's not going to work out for them. At $30 they might have at least attracted some of the people who bought the PS2 version into a repurchase.
$40 for a port of a PS2 game with no new content that failed its first time around is a RIPOFF. Capcom knows this and they are just trying to take advantage of the Wii audience.
Yes, that's what I said. Reread my post._Alkaline_ said:I think $40 is a very fair price. After all, its not like the game was previous avaliable on Gamecube or anything. It's the first time it's on a Nintendo system and its at a cheaper price. I think it's fine.
Indeed. There's no reasons it shouldn't be Freeloader-compatible...CTLance said:Hmmm, import for 30 including shipping or wait for the EU release and pay 50 months later... decisions, decisions.
TheOneGuy said:Yes, that's what I said. Reread my post.
I was disagreeing with what's-his-face, who complained about the $40 price point. Developers shouldn't have to be afraid of pricing something at $40 just because there are $30 games out there. And Okami is worth $40.
Hell, Okami is worth $50. And this version has 480p, widescreen, etc. Cry cry cry, that's all anyone does.
Oops, my apologies. I thought you were complaining about the $40 price point in a roundabout way. That'll teach me to look at currency symbols!Vagabundo said:I was complaining about a 50 price, for a (pretty much, straight) port from the PS2.
TheOneGuy said:Oops, my apologies. I thought you were complaining about the $40 price point in a roundabout way. That'll teach me to look at currency symbols!
TheOneGuy said:Yes, that's what I said. Reread my post.
I was disagreeing with what's-his-face, who complained about the $40 price point. Developers shouldn't have to be afraid of pricing something at $40 just because there are $30 games out there. And Okami is worth $40.
Hell, Okami is worth $50. And this version has 480p, widescreen, etc. Cry cry cry, that's all anyone does.
szaromir said:So is there anything new added to the game? I bought it for PS2 and while it was charming in the beginning, it didn't have enough variety/story/fun or whatever to keep me until the very end (I finished Part 2 and never got back after that). It's a game that I've played and it's far from the best IMO.
Mejilan said:Alright, I've put about an hour into it, and so far I'm torn. The presentation is as amazing as ever, but the graphics look pretty damn rough to my eyes. I wasn't brilliantly impressed with the execution on the PS2, but I haven't played that version since it came out, so maybe I just remembered it being prettier than it really is. I'm running the game via component, on the same 480i 4:3 SDTV as I did when I was playing it on the PS2 (also via component). I've seen the comparisons between the PS2 and Wii versions, and the blur filter is definitely in and visible. The effect looks intact. Framerate seems to hitch more than before, and even slowdown occasionally! I could be wrong on that last part. I need to play more.
I'm guessing that Ready at Dawn figured that at least a few of us would be double-dippers, and so they mercifully allow us to skip each and every cutscene, individually. But it seems like we still can't speed up the text, and it's still as frustratingly slow as ever. It doesn't help that the gobbledeegook speech effects are as bad as before. At least for the opening narration.
As to the controls... I have a problem. I'm one of the rare fools that preferred the controls in the Wii version of Twilight Princess over the GCN game (and I bought both!) A large part of what made that work was the surprisingly excellent automated camera and the much, much improved archery. It was enough of an improvement that for the first time in a 3D Zelda game, I had felt that the bow and arrow was a viable weapon, and not just a puzzle-solving tool. I felt that the waggle was inoffensive enough to not offset the archery gains.
That said, maybe I just don't recall how the weapons work in Okami, but I can't seem to pull off any combos with the default weapon. I waggle, and maybe I get one hit, but maybe I don't. And I can't chain at all. This was NEVER an issue at any point in the 80+ hours I put into TP. I know different weapons for Amaterasu later on allow different chaining opportunities. But didn't even the first one allow at least a basic 3-hit combo? What the hell? If it's not the weapon, then it must be the controls.
TP's archery is this game's painting. So the painting feels WAY better now than it did on the PS2. But one thing I'm not digging is the camera. It doesn't feel like they changed the camera at all, and the Wii-mote's top-size dpad is merely a servicable replacement for a second (camera) analog stick. It's not particularly comfortable... and it's digital. I would NOT want to play the GCN version of TP without a second analog stick... and the same is true here. The Wii version of TP had an adjusted camera that worked really well most of the time. Something of that sort should have been attempted here.
I put 30 hours into the original Okami before getting bored of the adventure and turned off by all of the game's little problems, which kept on mounting the longer I played. I'm shutting the game off for now, and I'll return to it tomorrow, but if I'm already this annoyed with the Wii version, I'll have to give this one a pass, put it back on the shelf, and give the nod to the PS2 game as the "definitive" version. Which is a shame, because I was hoping to finally be inspired enough to finish this game. We'll see.
Edit - The 9.5 stamp on the box is fucking lame. And to make it lamer, it was actually covered up by a same-sized sticker on the wrapping seal. I was happy to see that sticker go when I unsealed the game, but once that stamp on the box was unveiled, I could only stare, aghast.
Edit 2 - My recollection may be flawed, but I'm pretty damn sure that the load times are significantly diminished, especially when saving the game!
Yeah. And whatever happened to $20 new games?TheOneGuy said:Bleh.
Fuck that.
Developers shouldn't have to be afraid to price something at $40. There are more than two price points in this world.
BorkBork said:What the hell.
I'm stuck at the powerslash training portion. Been trying to draw a straight horizontal line through the rock for the past 10 minutes, no luck. Is there a trick to it? This is seriously pissing me off.
BorkBork said:What the hell.
I'm stuck at the powerslash training portion. Been trying to draw a straight horizontal line through the rock for the past 10 minutes, no luck. Is there a trick to it? This is seriously pissing me off.
BorkBork said:Yeah had to look up the message board at GameFAQ (shudder) to figure that out. Stupid thing to implement without explaining it in game. Took the enjoyment right out of my first session too, now I'm too pissed off to play anymore.
MadOdorMachine said:I've been playing this game for 40 minutes and got turned off. The first 20 minutes where all cut scenes. That's a rediculous amount of time just to be telling the story. The last 20 minutes, I've been running around it what appears to be the over-world/hub and don't have a clue to what the heck I'm supposed to be doing. So far there's some fruit hanging from a tree that I can't reach and a river of stars that I can't get across. If this is any indication of what the entire game is like, I'm thinking I should return the game. I don't dislike the idea of exploration or figuring things out, but I expect some general idea of what I should be doing. Also if the game contains this much narration, I don't think I'll like it. Being a Zelda fan I thought I would like this, but so far it hasn't impressed me. What should I do GAF?
AgentOtaku said:just picked up my copy
so...yeah....remind me to thank Capcom for that fucking permanent "Play Magazine - 9.5 outta 10" on the box art (>___<)
....seriously...WTF
Soule said:Is there a solid australian release date at all?
For the love of all that is holy, does anybody know how much the original sold?_Alkaline_ said:Oh, and according to SimExchange, the game has sold 116K copies so far. Not bad for just a couple of days!
viciouskillersquirrel said:For the love of all that is holy, does anybody know how much the original sold?
Thanks!_Alkaline_ said:87K in its first month.
200K in its first three months.
Cdammen said:Wii version FTL. It doesn't have the post-processing effects and the saturation is way too high. Ungh, it looks too clean. 16:9 doesn't help if the game loses it's visual charm