Brandon F said:
Not sure what you mean by this. Do you just want to be able to slice in any given direction? Or are you inferring that the game should push the paint mechanic in ways not originally intended 2 years ago when it first released? Give a realistic example of what you are trying to say here. "Freedom to interact differently with certain elements" is a pretty vague and broad.
What I'm saying in essence is, we're getting a fantastic
port, a game I'm truly engaged in. But I should have been more descriptive, when I said
"Freedom to interact differently with certain elements" I meant outside of the original release. Yes, different paint mechanics from the PS version...maybe I was hoping for too much?
Okami has a tremendous reputation, porting to the Wii without a more 1:1 control when dispatching bad guys and obstacles feels...weak, maybe contrary to how solid the original game was? I hate to use the term, "lame offering" here, but that's what comes to mind. The PS version was treasured by those who played it because of it's art style, story, and game play...and when ported to Wii...well it feels like less than it should or could be. A great game shouldn't end up being just another port, should it...I was holding out for
drop kick me Jesus that's freaking amazing.
Sonic is a pretty awful example to get your point across. My point is that if the game gave you ten different stroking methods to chew down a boulder, the process of teaching those maneuvers is inefficient considering how unnecessary 9 of those will be to the individual players.
Sonic was an awful choice, but like Okami, I had some pretty high hopes. I see what you're saying here, but instead of
giving you assorted methods to learn to destroy an object, couldn't we just intuitively strike it down however we want. In a perfect boulder world, maybe the boulder has 10 weak points, and it's up to the player to find those by slashing a few times to uncover them...all without the negative repetition of trying to hit that one weak spot, getting it just right.
I'll agree that the strokes can often be missed by the game(I complained about it back earlier in this thread), but after 15 hours and a million crushed rocks, you'll be conditioned to the motion and the point of impact quite well. It was really no different on the PS2 version, lots of missed strikes I recall as well.
Also keep in mind that vertical strikes and various other motions are reserved for different paint effects later on, so keeping it simple and not confusing the multitude of simple motions is very clearly a design choice.
I have to agree with you there, a few more hours in and the striking motions were more successful, obviosly the game was a hell of a lot more fun at that point too...maybe I jumped the gun a little on this a tad early...hmmm truce?
I beg the Okami devotees for forgiveness