![]() ![]() Then, when prompted, to do the same to the bear. ![]() Sasumo isn't going to stand for this, but he isn't much of a swordsman either, so as he does his super four-thrust attack, it's your job to hit R1 at the right time and slice what he's been trying to cut to salvage his dignity. Following Sasumo, you find him staring down a bear which appears to be fast asleep (I'm not quite sure why the rhythmic expansion of its snot bubble conveys this, but it does), standing on top of what appears to be a silvery beach ball. This sort of stuff underlines the game's sense of humour, really - gentle and Zelda-esque. Soon you run into a warrior chap called Sasumo, who shrugs off your offers of help before running off to hide-WHOOPS-meant-to-say-train in his cave. So you journey a bit further, facing off against plants that lob exploding seeds at you - and defeating them by gripping R1 as they launch their projectiles, then slashing them in mid-air with the brush to send them back, stun the plant and let you pass by untroubled. This area is doing a better job of restraining the resident deity, says Issun, so beating up the thugs at the cave entrance won't be enough to bring life back to the compost-coloured hillside. Battles are real-time, but each one confines you to a circle area wreathed in flame.Īs with last year's demo, we're still firmly in what feels like tutorial-land, with Issun, who rides around with you explaining story details and whatnot, imparting all sorts of information as you go along. Draw a slash-line across a stunned enemy to strike him, do the same to a boulder or a tree to carve it asunder, and twirl it in a circle on the horizon to draw the sun - providing that's pertinent to the puzzle. It works like this: when you've smacked an enemy enough for the game to highlight him with a red circle, or you've found something to paint, you hold R1, which pauses the action and lets you view it a bit like a sketch on canvas, at which point you use the analogue stick to manoeuvre your celestial paintbrush and square to daub the canvas with it. But it'll be back at E3 this year and we've played the new section, in which wolf god Amaterasu continues her quest to regain the 13 powers of the mythological celestial brush, helps a duff warrior sort out an unwelcome cave-squatter, and eventually uses a beach ball to grow a tree.įor the benefit of those who missed out last year and can't be bothered to read up, Okami sees Amaterasu navigating various dreamy locations fighting bad guys and solving puzzles - all with the help of the aforementioned celestial brush, which can be used to cut through rocks and wooden barricades, smack enemies and draw in missing scenic details. Our Capcom guide reckons that Okami could clock in at around 60 hours in total, and its size is one of the reasons we haven't heard much about it since last E3 when we said it was the most beautiful PS2 game since ICO (that's arguably still true, and there's a timeless air to the game's graphics that means they still impress just as much a year later playing it's like swimming through an oil painting). Inkpots for your brush can be picked up by smashing jugs. Not being the average Japanese teenager (or indeed any sort of teenager), I'm reliant on the views of EG's resident Japanophile Rob Fahey to support that, but I am - having spent time with Okami last May and during a recent round-up of Capcom's new E3 line-up at its UK offices - still keen to see what the end result looks like. The latter's obviously a light-hearted way of summing up Okami, which appears to be aimed at compiling every piece of Japanese mythology Clover Studio can get its hands on in a manner that the average Japanese teenager will enjoy. The second part basically takes drugs all the time and occasionally does a game about a schizophrenic assassin who has sex with nurses, or a wolf who is actually a god and uses a paintbrush to cut people in half in heaven in between listening to a garrulous flea ramble on about mice with swords. The first part makes all the obvious stuff - Resident Evil, Onimusha, Devil May Cry, and all the other breadwinners. In my head, Capcom's divided into two parts these days. ![]()
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