{"id":2069,"date":"2010-02-16T13:10:32","date_gmt":"2010-02-16T13:10:32","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2069"},"modified":"2010-02-16T13:22:00","modified_gmt":"2010-02-16T13:22:00","slug":"okami-side-commentaries","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/02\/okami-side-commentaries\/","title":{"rendered":"Okami Side Commentaries"},"content":{"rendered":"
<\/p>\n
Finally, I’ve said all that I need to say about Okami<\/em>, and then some. The final scrappy remarks can be found below:<\/p>\n \n \n The nonlinear storytelling framework famously used in Prince of Persia: The Sands of Time<\/a><\/em>, is also used in Okami<\/em>, albeit, a little bit differently. The basic idea is that the main story is a narration, and at some point the narration ends and another dimension is added to the story through the ensuing events. In Okami<\/em>, after the credits roll, Issun, the travelling artist, is revealed to be the narrator. Because Issun narrates Okami<\/em>‘s story as well as painting it to scroll, his position after the events of the main storyline are subtly revealed: he takes the place of his father, passing down the story of Amaterasu and teaching the younger sprites of their purpose.<\/p>\n \n \n After I finished Okami<\/em>, I looked up a guide to see what secrets were lying under the hood. This play guide by zukowskc at GameFAQs, featured a neat little chart<\/a> which I though would be worth discussing:<\/p>\n \n <\/p>\n \n This chart rates each individual hour of Okami<\/em>‘s play length out of ten, effectively mapping out the interest levels of the player over the time of play. I agree with most of the rankings, but more importantly, I love the way zukowskc’s chart outlines the stamina phenomena I described in my prior post<\/a>.<\/p>\n \n \n It’s worth noting that throughout Okami <\/em>there is a decent amount of backtracking. Fortunately, obstacles requiring brush techniques acquired later in the game are scattered throughout the earlier hub areas, ensuring that backtracking isn’t a time hole, but instead an opportunity to re-approach old areas with new abilities. I discussed this previously in regards to Metroid Prime 3<\/em> as well.<\/a><\/p>\n \n \nNonlinear Narrative<\/h3>\n
Hour-by-Hour Ratings<\/h3>\n
Backtracking<\/h3>\n
Viewtiful Visuals<\/h3>\n