
This is an easy game to love.
If I had to choose one word to describe Okami, the word is beautiful. Visually stunning, elegantly designed, charmingly written, and above all cohesive: here is beauty with a purpose, an atmospheric triumph that will take a long time to dull with age. Okami is heavily rooted in Japanese mythology, not so much accurate as it is faithful to a mythos and a setting. The entire game looks as if it has been drawn with a living calligraphy brush – which makes it all the more fitting when the player is literally handed a brush with which to draw changes on the game world.
There’s something so viscerally satisfying about this mechanic: to draw a circle on the sky and make the sun rise, to cause cherry trees to burst into bloom, make rivers flow, winds blow, stones break…The player character, the white wolf Amaterasu, is presented as a sun god come to Earth, and you feel like a deity while playing this game. You’re not just saving Nippon, you’re revitalizing it, with an impressive array of creative and destructive powers at your disposal with which to do so.
More than this, Amaterasu’s power grows as the land, and the people and animals that live in it, regain belief in her (and by implication the rest of the gods in the pantheon). One of the major collectibles is Praise, gained through washing evil from the land, performing good deeds, and even by feeding the birds, deer, boar, and other animals that return to cleansed areas. In a way, it’s quite relaxing – there’s always something beautiful and simple to do. Even the combat itself, criticized for its lack of difficulty, is graphically beautiful, with a host of inventive, colorful demons for you to defeat. There’s something quite gratifying, too, about effecting a permanent change on the land. When Shinshu Field or Hana Valley is released from its curse, it stays released, and a dull, gray landscape is permanently changed to one in full, gorgeously-rendered bloom.
I finished Okami on the PS2 at release and started playing the rerelease on the Wii just this week, which seems a natural fit for control. But playing through a second time the luster seems to have faded, for me, just a little. The cutscenes take a little too long. The “voice acting,” non-syllabic sounds of a certain pitch played with each characters’ dialogue, is a little grating. It takes a little too long to get out into the world. And the Wii version requires just a little too much precision, particularly in combat. Coming to the game with certain expectations, I can see the barriers for non-gamers here; there are things that I take for granted as part of the medium, cues I pick up on and limitations I accept that a novice might find offputting. On the other hand, this is a relaxing, perhaps too-easy game, which you’d think would make it more accessible – the perfect gateway game for more challenging titles, in terms of both difficulty and meaning. I wonder where it falls on the spectrum of gaming literacy.
Ironically, one of my complaints from the first playthrough has been tempered. This is a long game, with material enough for three or more titles, and at least four false endings interspersed within Amaterasu’s adventures that don’t prepare the player for the length of game following. As an action-oriented game, I tired of its tropes long before the final battle – this is one of the few titles that I left halfway through, and returned to finish months later. It can be a bit daunting, especially on a second playthrough. But I’ve come to appreciate the way that each myth, beginning and ending, is wrapped together here, even if the seams show a bit. Rather than the clean, focused “save the world” ethic we’re so used to, Okami presents us with adventures that feel like the life story of a true mythological figure: odd adventures and chance meetings that feel strange when experienced in a linear fashion, and only make a coherent whole after the fact. Gods-on-earth should have more than one major adventure to their name, so Amaterasu’s long journey through all of Nippon feels right to me – at least, now that I don’t feel rushed to find out what happens to her in the end.
Again, and all nitpicking aside, this is an easy game to love. Personally, I find it refreshing to play a non-humanoid character – the wolf’s animation is, for lack of a better word, beautifully done. And the game boasts one of my all-time favorite boss battles, in which you get an 8-headed dragon drunk on magical sake, one head at a time, until the creature is plastered enough for you to run up its tail and smash the bell it carries on its back.
Not a demanding game in terms of difficulty, but Okami asks for a lot of time from its players, more than I’m used to from this genre of game. It’s my best argument for moving beyond photorealism in games, for creating detailed, believable worlds that can not possibly exist, and for really doing your research when gathering inspirational source material. Think of what God of War could have been, had they looked at more than the surface of Greek mythology….