We are still selling PS2 copies of Okami. "It really speaks to the quality and the word of mouth and the effort of places like IGN to get the word out there. Okami's day-one figure was nowhere near that," explains Capcom's vice president of business development and strategic planning, Christian Svensson. ![]() "That 270,000 figure is a very organic figure. Of course, it's unfair to compare sales of a new IP with one of Nintendo's biggest guns and it must be noted that while Okami sales aren't epic, demand for the game hasn't entirely fallen off even now. Indeed, even sales of the downplayed GCN version outperformed Capcom's ambitious adventure by a wide margin. By comparison, Twilight Princess, which shares much in common with Okami, quickly became a million-seller on Wii. In fact, since its release in September of 2006, the game has amassed about 270,000 in sales - certainly no retail bomb, but hardly the success story that such a product might have enjoyed. It wasn't the hit that it could and should have been, by all accounts. It sort of sucks, but handy anyways.But when Okami finally released exclusively for PlayStation 2, it only enjoyed mild success. If you're really concerned about the graphics, here's a comparison video I found. I don't mind these cut graphical effects as much as I do the botched controls, but it irks me nonetheless, as the Wii has been proven time and time again to be quite the graphical powerhouse when put to the test, or at least compared to the PS2. On top of THAT, the Wii version chugs a bit more. Also, there's no bloom in the Wii version, which probably accounts for the lost brightness. Sure, it's not that big of a deal, and still turns a bit sepia-ish on the Wii, but it's much more edgy and effective on the PS2 to be sure. The neat ink-and-parchment sort of sepia tone that the screen changes when operating the paintbrush is severely butchered. Also, oddly, it seems that some little graphical effects had to be sacrificed for the Wii port. The Wii version seems a bit darker in contrast compared to the original PS2 version, but you only really notice it when playing one right after the other. The Wii's version loses out slightly in terms of graphics compared to the PS2. The camera is indeed a pain to move around on the Wii edition because of having to reach WAY up the controller to the control pad, and the Nunchuk's stupid-ass eight-direction notches it has on its control pad makes it harder to make subtle direction changes (though this is more of a fault of Nintendo, not the game). Even subtler things become an annoyance on the Wii. ![]() A game like Okami just seems to benefit from having a button-based controller in all areas. The controls are decent enough, but the whole control scheme just seems alienated and unnatural, despite what you'd think from motion and pointer controls. Having played both, I can say that the PS2 version is definitely better, mostly because the controls seem like a better fit for the PS2 controller. Painting a straight line on the wii is harder than pushing the analog to the right. When I played that game on PS2, I always thought the Wii would be better, because there's pointing device for the pencil, and it would feel more natural to take the wiimote in the hand like a pen etc.īUT, in fact, after trying the Wii version, I find the PS2 analog far better for moving the pencil. Moving the camera is far easier with the right-analog than with the Wiimote pad. The paint button being on "B" is unnatural I think, pressing and painting with the same hand, but it's maybe because I'm used to push L/R buttons on PS2. The attack button being on the wiimote shaking needs a timing precision or Shiranui just stop moving, where on PS2 you could continuously press the button to attack quickly. First, for the controls (Hey, see how bad the controls for Wii are : They changed them for the Japanese version, launched after the US one, to feel more natural.)
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