Okami Controls For The Wii: Ain't No Thang.

My first reaction when I was told "Okami on the Wii" was to let out a heavy groan. While I love the Wii and all of it's fantastic sensors, I don't want to see them in every single game. Don't even get me started on the DS "blow into the mic" thing. Well, thank you (new) Okami development team for understanding my feelings. Didier Malenfant of Ready at Dawn Studios explained to IGN their approach at the port.
The game on Wii is going to be an exact port of the PS2 version and I think that's what fans of the franchise want to see. This game has such a huge following throughout the world that people would probably send us death-threats if we messed it up by trying to add things that don't have their place in the Okami universe. Being huge fans of the franchise ourselves, we made sure that Capcom also wanted to stay true to the original before signing on to do this.
Obviously, it's not going to feel exactly the same as the original. Things like the painting system are going to be using the point-and-aim system that we've grown to expect. It's just good to know that they are prioritizing the purists and players of the original. It will be fantastic to see the game running on the component cables, and the Wii does have a higher fill rate than the PS2. I do not want to have to wag the remote to attack. I'm still cramping from Twilight Princess.
Okami Wii Interview [IGN]
[via Siliconera]








Uhhh... if you say so. I went and read the article for myself, and they say about using the Wiimote controls, so don't expect to be playing it on a Gamecube or Classic controller or something. In fact, I'd really be very disappointed if they did take that direction.
considering ReadyAtDawn is made up of former Naughty Dogs, put out PSP's best platformer (Daxter), and are handling the new God of War for PSP, i'd say that this port is in good hands.
hopefully it'll sell like it deserves to.
I don't think the Wii controls are enough to make me buy this admittedly excellent game again. But if it's the only way to get them to make Okami 2, I'll buy it. But wait- the Clover folks no longer work for Capcom. Nevermind. Okami, why must you break my heart?
I'm thinking the "paint with the Wiimote" combined with "do everything else with analog stick and buttons" is going to be the perfect marriage between old-style controls and Wii controls, unlike certain other games that I think are starting to give me RSI. Can't wait to play through this.
"I do not want to have to wag the remote to attack. I'm still cramping from Twilight Princess."
0_o Sarcasm, right?
I found Zelda's use of motion controls to be the right mix of knowing when enough is enough. I actually hope that OkamWii finds a similar balance as Twilight Princess.
This sounds very cool. I hope they make some innovative use of the Wii motion controls. I'll have to wait and read some reviews to see if the game is worth buying a second time, but if it's different enough from the PS2 version I'll definitely consider a purchase of the Wii version.
The higher fill rate will be nice because one of the notable problems of the original PS2 version is the absolutely AWFUL draw distance. Seriously, demon gates and animals and such usually wouldn't appear until you were within like 10 meters, if not even closer.
I do love the game though. If they can add some extra stuff and make it not just a direct port with Wii painting, I'll get it, especially if there's a hope that by doing so we might see an Okami 2. (Even though Clover has been spun off into its own development company, well, developers need publishers right? And publishers can commission games from developers, right? Right?!)
And no, I'm not kidding about the twilight princess thing. While it was novel, it wasn't exactly my cup of tea. You have to understand, I my wrists get enough strain from work (my day job as a programmer and all), and running home for 4+ hour stints with that game left me in agony at a couple of occasions. I was exagerating of course, but no sense in increasing the risk of repetitive motion injuries.
It just seemed like motion response glued to a game that would have managed perfectly well with an "attack" button. they should at least have made it an option (ala phoenix wright and the "Objection!" screaming)
WHAT! I'm a massive fan of Okami and the reason I've been pushing for this Wii port is because I experenced DOZENS of problems with the celestial brush. I'd love to have pointer support if if it would benefit the gameplay.