![]() 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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