Okami

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I have been eagerly awaiting Okami, Clover’s new game that got a near perfect score from Famitsu, and was finally able to pick up a copy on the US release date earlier this week!

 

I had a few impressions that I wanted to share with my apparently non-existent readership:

 

 

The Good

 

The first thing that anyone mentions about Okami is its visual style. It is absolutely gorgeous! Clover engineers and artists were able to fairly convincingly make this 3D game look like a living Sumi-e (Japanese watercolor) painting. This technique makes some of the faces hard to read but we’ll forgive them because the flora is outstanding. The scenes where massive rejuvenation of an area take place (after reviving a Guardian Tree) are completely magical, time and time again!

 

The next most notable accomplishment of this title is an innovation in game design that is tied to both the story and the aesthetic; the Brush Mechanic. Your avatar, a wolf deity, is able to command a celestial brush. Whenever you clear a challenge you are rewarded by unlocking an additional Brush Power, there are 15 in all.

 

okami_brush.jpgHow it works: When the player holds down one of the controller’s shoulder buttons (R1) it stops game time and makes the scene look like a black ink drawing on parchment. While in this mode you can use the Analogue Thumbstick do calligraphy; the system uses gesture recognition or pattern matching in conjunction with target context to execute one of your 15 Celestial Brush Powers.

 

They got a lot of mileage out of creating this mechanic as it’s used extensively for battling, adventuring, and rejuvenating. It’s awkward at first but they did a good job of easing you into it (the first symbol that you learn is just a horizontal line) and before you know it you are drawing more complex symbols with ease.

 

Gameplay/Responsiveness: I don’t think that Capcom would settle for anything else. The game controls great, the wolf responds instantly to my input. Distances in the level design are in tune with your jumping and swimming abilities: secret ledges are often accessible only by a perfectly timed wall jump, some islands are not reachable until you get a certain brush technique, etc. Some movements, attacks, and combos have recovery time, which has a positive effect on the game, encouraging strategic play against the more difficult enemies.

 

Another thing that they did is have your avatar automatically jump over small objects, this is brilliant. I’m a huge fan of having the game do automatically what the player would intuitively want it to do. I can only imagine my frustration if my running was brought to a halt every time I got to a fence or small ledge.

 

Okami has really great animation, often times with comedic timing and action for villagers and, surprisingly, your avatar.

 

The Music sounds like it came out of a Ghibli film and is at times majestic, epic, or cute and always adds to the overall feel of your adventure.

 

okami_battle.jpgThe most endearing aspect of Okami, for me, is its Constructive Theme. Where as in most Action Adventure games the primary activity is to destroy and kill, Okami’s is to heal and feed. You rejuvenate the environment, you mend buildings, and you feed animals who respond by giving you loving affection whenever you come around. Even violence in okami is treated more romantically than other games too. As Jet Li has been philosophizing these days the purpose of martial ways is to stop war, and you get that sense in Okami, that most of your fighting is being done to restore harmony… it’s not for survival and its not for personal gain. With so much of the game being wondrous, the fight scenes and cursed lands really do feel uncomfortable; these are dangerous parts of the game, filled with darkness. When I am playing I deeply desire to be done with the fight and to return to the flower fields of peace. That being said, the violent actions of your avatar are often beautiful; your bomb creates a fireworks show, you can summon a tree to block an attacker, and things of that nature.

 

 

The Bad

 

Psychonauts Syndrome – the first two hours of Okami are slow, filled with exposition and hand holding. This was made worse by my next gripe, the voices. You might expect them to be bad in a “dubbed” kind of way, but that wasn’t it at all. In a similar move to Katamari, only more annoying, voices in Okami are an abstract yet somewhat repetitive sound, like adjusting the resonance and cutoff of the “phone voice” from Charlie Brown … if only I could turn them off!

 

The “rejuvenation” brush mechanic requires you to draw a circle over/around a barren tree. Quite often the game’s targeting system does not register that your object of intention was said barren tree; it is not uncommon for me to have to try four times to get some trees to rejuvenate. I haven’t had any problem with any of the other brush techniques and the “cherry bomb” is surprisingly forgiving of my sloppiness.

 

Loading: while the load times are short, they can also be frequent, especially if you are in a town; there is ~ a one and a half second load each time you enter or leave a building. God of War has spoiled me!

 

Save System: I was expecting the save system from Resident Evil 4. Like RE4, Okami has save checkpoints, unlike RE4, if you die you return to the last saved game, not the last cut-scene or area-load. I was operating under the assumption that the save worked like in RE4, it felt pretty shitty when I died at 6.5 hours and was sent back to my last save at 5 hours… which brings me to my last gripe: the inability to skip dialogue or cut-scenes, particularly annoying if you have to replay 1.5 hours.

 

Conclusion

 

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The good definitely beats out the bad, this game is worth playing! I don’t think that it is deserving of the near perfect score that Famitsu gave it, but it is worthy of the praise that it is receiving. (The Metacritic scores at the time of this writing: Resident Evil 4, 96; God of War, 94; Okami, 93.) For me it isn’t as good, technically, as RE4 or GoW however it is SO fresh that it would be deserving of Famitsu’s score if they had been able to address some of my gripes above. In terms of game of the year, I don’t think that the loads would be an obstacle for Okami, but the slow beginning could be, if for no other reason than it could keep people from getting to the good part.

 

My advice: get the game, play it for two hours and then put it down, come back the next day and let the fun times roll, and go ahead and save when given the option to.

Update: This game is too long; I played for 60 some hours and saw two endings that weren’t really the end. I think that I need to demote it to an 86.

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The Journey of Man

I just finished watching an absolutely fascinating program on PBS called The Journey of Man. It was a summary of the research of Spencer Wells and company whose Y-DNA genetic genealogy research has lead to a compelling “story” of human migration. Among the freshest information for me was that the first exodus from Africa was a coastal rout ~60,000 years ago that ended in Australia.

In the documentary, the interviewed Aborigines were adamant that they originated in Australia, but the amateur anthropologist in me can’t help but see many similarities between them and the Bushmen of Southern Africa. Well, anyways, I wouldn’t be the first person to point out that the Bushmen relationship to Tsodilo Hills mirrors that of the Aborigine relationship to Ayers Rock, or that both cultures ceremoniously enter into a trance state of consciousness.

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Note that this image doesn’t really match Well’s findings, but it was the most aesthetically pleasing migration map that I found. One difference is that Wells’s research points to European populations being able to trace their ancestry back to Africa via Central Asia and not directly from the Middle East and Africa as this map depicts. Many Asians, Native Americans, and Indians can also trace their paternal heritage to this same Central Asian ancestry. “If Africa was the cradle of mankind, then Central Asia was its nursery”, said Wells.

You can read a more complete summary on the National Geographic website.

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“Yomi” Fighting Card Game – First Public Play Test

Sirlin has announced a physical card game that we have been working on. It had its first public play test at this year’s Evolution Fighting Game Championships in Las Vegas. My involvement with this game began at GDC 2005 where I meet David Sirlin for the first time. He gave me an impromptu design test; requiring me to solve one of the game’s design problems on the spot. It turns out that I have a knack for problem solving, and so, I passed the test and was later hired by Sirlin to work on his team at Backbone. We’ve been working on this card game off and on in our spare time since then. The project has recently been picking up steam as we iterate on the design and balance of the game, and layout of the cards. The experience has been surprisingly gratifying, not quite instant, but close; it’s nice when designers are able to make significant changes to a game without the assistance of a programmer. Once the game is closer completion I would like to share some of the ways in which the game has evolved. Check the link to find out more!

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My friend Akiha sent me a link to this video. It promises to build space and connections with/between photos.

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Pac-Man creator Toru Iwatani leaves Namco

Iwatani-san, after nearly 30 year, is leaving Namco (where he designed Pac-Man, among other games) to teach at a university. Good luck Iwatani-san!

I like this quote from the article:

“For example, mental training games have become very popular lately,” he said. “TPU has set up facilities to monitor brain activity so that we can thoroughly investigate the relationship between games and brain activation. … It is necessary to verify that the claims [made by brain-training games] are valid from a scientific viewpoint. As the impact of games on society grows, they will be subject to criticism.”

I’ve always wanted to have an EEG to get some objective neurological feedback of my various activities and subjective experiences.

I also liked this quote:

“Game development is a group activity, so communication is crucial,” Iwatani said. “On the other hand, it’s a creative process, so assertiveness is necessary. I hope to foster in my students a balance between assertiveness and cooperation.”

I intend to write more about this in future posts: Design is always about balance, often of form and function. Designers like Iwatani-san have come to see that balance extends into every aspect of life.

And in keeping with this loosely themed post; here is a chimpanzee playing the bastardized Ms. Pacman (Iwatani-san once told me that he was displeased with the way that they made the levels out of “walls” instead of just lines):

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For those of you who have not had an account on Integral Naked, or read any of Ken Wilber’s books, you can get a taste by checking out a small number of Ken Wilber videos on Google Video.

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Capcom Classics Collection

This guy really seems to like the idea of Capcom Classics Collection which was produced by my team.

The collection was reviewed fairly well and even touted as “the collection to beat.”

I think that we beat it with the follow up Capcom Classics Collection Remixed for the PSP which trumped the first collection’s arcade perfect emulation, super button configuration, and bonus content by setting the standard for wireless ad-hoc networking on the PSP, adding viral high scores, a hidden game sharing capability, and a tremendous amount of screen/control configuration; including the ability to turn the PSP on it’s side for vertical games. The old school games look gorgeous on the PSP’s tight LCD, and the collection also reviewed quite well, even withouth Street Fighter II. I think that we’ve done great in the ratings department on these projects.

Since releasing CCC Remixed, our team has been working on two more collections that will be out by the holidays. Both have raised the bar on our previous collections, though in different ways, and both sport a great line-up of games. I’ll post more when the PR machine says that I can.

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UK scientists have developed technology that enables artificial limbs to be directly attached to a human skeleton.  BBC article link.

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Levels of Consciousness

About a year ago Yuki and I attended the I-WET event in San Francisco where we learned that the color descriptions used in Integral circles to discuss stages of development, as appropriated from Spiral Dynamics, were being replaced. The new colors are seen in the following compairative chart, and were first published in Ken Wilber’s article What Is Integral Spirituality? (June 2005).

Levels of Consciousness

I think that it’s interesting how red, orange, green, and turquoise still correlate, which makes the transition to the new terminology easier… but everyone is still talking about 2nd tier as yellow 🙂

These stages of development are not to be confused with lines of development, or states of consciousness, or personality types.

So, why am I bringing up the issues of Levels of Consciousness and Integral Theory? First of all, I am a fan of Integral Theory and much of what I write in posts to come will be flavored by this theory and its terminology. Second, Wilber’s work is a wonderful tool for examining your own development and has enabled many people to make sense of their world view, allowing many of the conceptual and intuitive pieces floating around in their head to fall together. If you have not heard of Ken Wilber or Integral Theory before, and if you are interested in personal growth, then I would highly recommend familiarizing yourself with his work.

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Microsoft is getting into robotics

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