But on the other hand, the game's visuals have much more color depth than on the PS2, because of the Wii's hardware. There were a couple of areas where we did not match it exactly, one with the 'paper look' of the game which is a little less pronounced on the Wii. The rendering hardware is completely different, so we spent a lot of time trying to match all the filters that Clover had developed in order to achieve the look of the game. Was it difficult maintaining the game's art style on a different hardware platform? So there was no way we were going to mess with that and pretend we knew better than the original creators of the game. The visuals are the one thing most people remember when they see Okami, especially in motion. Visually, there's little difference between the PlayStation 2 and Wii versions (though we really appreciate the game being in widescreen and supporting progressive scan!) what was behind the decision to preserve the visuals of the PS2 version so closely? We just felt it was such an honor to take after Clover and finally let a big audience experience Okami for themselves. Okami is a work of art, and we felt it was always meant to be played on the Wii because of the brush and mini-game controls. He was a huge fan of Daxter, our previous game on the PSP, and we could not stop talking about how much we loved Okami and its art style.Ī week later, we got a phone call from Christian asking if we wanted to do a Wii version of the game, and we pretty much said yes on the spot. What happened was that we met Christian Svensson from Capcom during a party at last year's Game Developer's Conference. Okami is truly a milestone in videogame history.Ĭapcom approached Ready at Dawn about handling the Wii port - what was so appealing to the team about developing a Wii edition of Okami? It's got incredible depth, amazing visuals that replicate the looks of Japanese water paintings, and easily over forty hours of gameplay - not counting replays, which then open up other things in the game. People who haven't played the game before are in for a treat because Okami is one of the greatest games of these past few years. There are also newcomers to consider, of course - how would you sell Okami to them? This is a unique chance for people who haven't played the game to discover it and for people who have to experience it the way it was meant to be played, using the Wiimote controls. I would say that they are part of an exclusive group of people because, as you know, Okami was one of those amazing games that unfortunately got a little bit lost on the PS2 and didn't do as well as everyone expected, despite off-the-charts reviews and multiple game of the year awards. Hi Didier, and thanks for agreeing to talk Okami with us! First of all, we think there's a question that many Wii owners would like to know the answer to: what would you say to people who have already played the PS2 version to convince them to get this game? Recently, Wii Fanboy got a chance to chat with Didier Malenfant, President and co-founder of developer Ready at Dawn, who filled us in on why those who played the PS2 version should return to the Wii edition, on how his company ended up working on the project, and on the future of lengthy adventure games. We can't think of many other games that are so deserving of a second chance. One of the most notable critical darlings of the last few years, sales of the title were sluggish on Sony's platform, yet its appearance on Nintendo's console will give it another opportunity to attain commercial success. If anything, Okami is the perfect example of how porting games can be a force for good. Complaining about ports has become increasingly common amongst Wii owners, but few would have anything bad to say about Okami, which will complete its transition from PlayStation 2 to Wii next week when it launches in the U.S.
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