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The staff involved with this game has a real clear understanding of what was fun about the original Okami. They have a good understanding of what was important about the visual style and what aspects they need when making this new version so it will transfer well. The work Clover did was amazing; they were really talented people, and I think our staff now is motivated to make a game that lives up to the reputation of the previous Okami.
— Motohide Eshiro [13]
Eshiro further commented that he considered Ōkamiden more of a successor to Ōkami than a sequel, desiring to build upon the world for a franchise on the Nintendo DS platform. While Ōkamiden is a DS title, Eshiro has considered to expand subsequent games to work with the Nintendo 3DS unit based on the game's reception. [28] Similarly, Eshiro does not rule out a high-definition version on a modern console [15] or a version for the iPhone or similar touch-screen devices [29] depending on the response to Ōkamiden.
Several changes were made to the basic elements of Ōkami to make Ōkamiden suitable for the Nintendo DS. With fewer controls on the DS unit, the player only controls the movement of the characters in the game, with the camera set in an "on rails" manner to make sure the player was focused on the right areas to head toward. [28] One change made from Ōkami was the simplification of the combat system, a factor that some players had found difficult; Ōkamiden reduces the melee weapon attack features down to a single button, but the Celestial Brush can still be used alongside this for complex strategy. [30] While the developers could have removed the melee attacks completely, allowing the player to defeat enemies with the Celestial Brush alone, they felt that the lack of melee attacks slowed down the game, instead opting for players to melee and then finish off foes with a Celestial Brush flourish. [15] The idea of partners and using the stylus to guide them came about through the intention of having puzzles in the game that incorporated the use of the DS touchscreen. [15] While there were significantly more Celestial Brush strokes and puzzles the team wished to add, they left these out in the final version, feeling they had added too much padding to the game. [15] The number of polygons and the resolution of the artwork was prohibitively limited on the DS version, challenging the artists to convey similar imagery and emotions that were in the first game. [28]
The game was originally going to feature Amaterasu, the protagonist goddess-wolf character from Ōkami; during character planning, one of the artists drew what Amaterasu's child would look like as a joke, but this spurred several ideas for Matsushita, such as the concept of a partner, and leading to Chibiterasu becoming the main character. [31] As Chibiterasu was still a child, the team thought "it would take more than a child to save the world", according to Matsushita, and led to the inclusion of partners both in the game's story and gameplay. [32] This option was selected over several arrangements of characters, such as having five different Chibiterasus team up as a party. [32] Using a story taken from a child's point of view as they explore and learn new things made the game much easier to visualize (and incidentally fell in line with the core demographic of Nintendo handheld devices). Esohiro compared such a first-person narrative to the film Stand by Me . [32] Eshiro also felt it was important to include making friends and having to say goodbye as part of this adventure, striking a strong emotional aspect to the game. [32] As such, Chibiterasu is only paired with one partner at any one time, as Matsushita said "if you could switch between them any time you wanted, then they wouldn't be partners anymore". [32] Included was the death of one of the major characters in the game, which Matsushita found necessary to improve the story's flow; the developers had looked to Ōkami and noted while characters also died there, they did not have any emotional attachment for the player; there was resistance in the development team toward the idea of a major character dying permanently in Ōkamiden, but it was ultimately decided it would improve the story. [32]
The game takes place nine months after the events of Ōkami, which posed story problems for Yukinori Kitajima, Ōkamiden's main scriptwriter. The team originally intended to take the game several years in the future, but found by keeping a closer time frame things would not change as much from the previous game, giving a familiar feeling to those that played Ōkami. [32] Kitajima had to create a rationale for some events, such as why no characters remember the end of Ōkami, or why Susano's son, Kuni, is a young boy although he did not exist during the timeline of Ōkami. [32]
Ōkamiden was first shown in playable form at the Tokyo Game Show in September 2009, [2] where it was reported to have been about 25% completed. [33] Occidental releases were uncertain until it was observed that Capcom had trademarked the name Ōkamiden in both North American and European markets. [34] In April 2010, at its "Captivate" event, Capcom confirmed the game would be released to the aforementioned markets no later than 2011. [35]
A "Collector's Edition" of Ōkamiden was released in Japan alongside the normal game; in addition to the game this version includes a soundtrack, a DVD, a storybook, a plush Chibiterasu keychain, and Ōkamiden-branded earphones. [36] A series of television advertisements in Japan for Ōkamiden feature model Kii Kitano and a white Shiba Inu puppy named Moran-chan that bears a close resemblance to Chibiterasu. [37] [38] North American pre-order bonuses included an Ōkamiden-stylized screen cleaner and brush-shaped stylus at GameStop [39] and a plush Chibiterasu key chain (identical to the Japanese collector's edition) at the Capcom Store. [40]
The decision to put Ōkamiden on the Nintendo DS has received mixed reactions. The Escapist editor John Funk stated that it was the perfect platform for the sequel, due to how the touch screen could be used effectively for the Celestial Brush. [41] Kombo editor Daniel Sims praised Ōkamiden's cel-shaded visuals, stating that they work well on the Nintendo DS. [42] Destructoid editor Hamza Aziz believed it was perfect for the Nintendo DS. [43] Aziz added that he was impressed with Capcom managing to retain Ōkami's stylized appearance in the sequel. [43] Siliconera editor Ishaan Sahdev, however, was skeptical that Ōkamiden could replicate the feel that Ōkami provided, due to how much it relied on its visuals and art style to bring players into its world. He also criticized the reasoning behind placing it on the Nintendo DS, which was to reach a larger audience, calling the visuals terrible. He later questioned whether its faults may hurt it enough that the project may not even have been worth it. [33] Kotaku editor Luke Plunkett expressed disappointment that it was a Nintendo DS game rather than a PlayStation 3 game. [44]
There had been skepticism about developing Ōkamiden without PlatinumGames, a developer featuring key members of Clover Studio, including Hideki Kamiya, the developer behind Ōkami. MTV editor John Constantine worried about this, questioning whether the lack of Kamiya and PlatinumGames would make the game feel like a rehash. [45]
Demos of Ōkamiden, both the Japanese version at the Tokyo Game Show in 2009 and the English-language version at various events in the United States, were positively received by critics. Kotaku editors Stephan Totilo and Brian Crecente praised the demo versions they played in April and May 2010; Totilo considered the game a strong match for the DS and was not only "a kind of game made for the DS" but also "the kind of game for which [he] thought the DS was made", while Crecente believed that the drawing mechanism from Ōkami worked even better in Ōkamiden due to the use of the stylus and the nature of holding the portable console like a book. [46] [47] Daniel Feit of Wired believed that while the graphics were not as good as the original game on the PlayStation 2, the "cartoony graphics are well suited to the Nintendo DS". [11]
IGN described the character of Chibiterasu as "adorable". [48] Destructoid editor Jim Sterling concurred, joking that its cuteness would make Ōkamiden one of the greatest Nintendo DS games ever made. [49] Luke Plunkett commented that despite his reservations for Ōkamiden, his "heart melted" when he saw Chibiterasu. [44]
During E3 2010 Ōkamiden received a great deal of praise and awards from news outlets. It was nominated for "Best Handheld Game" for the Game Critics Awards, [50] and "Best DS Game" by IGN. [51] GameSpy named it their "DS Game of Show". [52]
Aggregator | Score |
---|---|
Metacritic | 82/100 [53] |
Publication | Score |
---|---|
1Up.com | B+ [54] |
Destructoid | 8/10 [55] |
Edge | 8/10 [56] |
Eurogamer | 8/10 [57] |
Game Informer | 8.75/10 [17] |
GamePro | ![]() ![]() ![]() ![]() ![]() |
GameSpot | 7.5/10 [59] |
GameSpy | ![]() ![]() ![]() ![]() ![]() |
GamesRadar+ | ![]() ![]() ![]() ![]() ![]() |
GameTrailers | 8.5/10 [62] |
GameZone | 7/10 [63] |
IGN | 8.5/10 [64] |
Joystiq | ![]() ![]() ![]() ![]() ![]() |
Nintendo Life | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
PALGN | 8.5/10 [67] |
RPGamer | 3.5/5 [68] |
Famitsu rated Ōkamiden a total score of 34 out of 40 points. The reviewers praised the ability to bring in the elements of Ōkami to the DS but noted that there was little surprise as there was with Ōkami as the DS version covers many of the same elements of the story and gameplay. The Famitsu reviewers did note that the gameplay was not expanded far from the original Ōkami, but posit that it "just shows how complete a package Ōkami was in the first place". [69] GameZone gave the game a 7/10, stating: "There are some players who will undoubtedly love Ōkamiden, either because the flaws (such as backtracking) are not as familiar or because they have the capacity to overlook its myriad mistakes. I wish I could do the same". [63]
Ōkamiden was the third best-selling video game in Japan during its release week at 84,472 copies sold. [70] The game sold an additional 12,829 copies the following week, dropping to number 13 on the charts. [71]