How The Wii Remote Broke Okami

Franksmall
Saturday, April 03, 2010

I have never played a game that saddened me as much as the Wii port of Okami. Not because the game was horrible. As a matter of fact it was one of the most stunning artistic achievements to come out in a long time... When it came out on the PS2.

Where the Wii version almost completely fails is in the control. This is probably the most important aspect of a game because they are an interactive media. If this interaction is clouded by poor control then the whole experience is terribly frustrating.

At least one aspect of control for this version is perfect. Movement is located on the Nunchuck. You use the analog stick and it feels absolutely just as good as playing on the PS2 in this respect. Still, this is not at all an enhancement of the PS2 version and does not offer the spine-tingling immersion that Nintendo promised the Wii would deliver.

Okami's other main aspect of control is using a brush to draw things like wind and sun. Even slashing like a sword. These strokes effect the game world by adding the drawn elements into it. The problem with this mode of control in the Wii version is that, in the PS2 version, the developers used a style of brush that actually moves naturally. This looks and works great... on a regular controller. Those have easily defined parameters and are extremely easy to use. Using the Wii Remote does not have this same set of parameters. Often the actual bristles of the brush will get away from you and cause you to mess up because of these natural flowing bristles and the Wii Remotes jerkiness. This also makes accuracy with sword slashes and other movements much harder. It is the same reason your character starts spinning in circles in FPSs when you point the Remote too far away from the TV.

Even drawing a circle with the Remote playing the Wii version of Okami is a chore. On the PS2 it was as simple as pushing the stick around the preset boundaries.

Even worse, the developers did not add in an option to use the Classic Controller. This should have been an easy option to add since the game was originally designed to be played on a game pad. Sadly, this is an option developers neglect to add often when making Wii games.

This problem could also have easily been resolved simply too. By making the brush in the Wii version a reticule, and by asking to player to imagine that the Wii Remote was the brush itself, the whole issue of the bristles moving too naturally would have been eliminated and the control would have been modified to play to one of the few strengths of the Wii Remote-- acting like a pointer.

I hate to gripe about the Wii version of Okami so much. I would love to spend this time talking about Okami's lush visual style, engrossing story, and Zelda-like design. However, I would steer anyone who does want to try a truly amazing game to the PS2 version of Okami. The Wii version should simply be left on shelves to die... And the Wii Remote is the reason why.

 
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Comments (8)
Me_and_luke
April 03, 2010

I won't deny the occasional unresponsive brush strokes while using the Wiimote, but it certainly wasn't a game-breaker to me.  If you screwed up your action, you could usually just immediately enter brush mode and try again.  I didn't even get that annoyed when it happened during combat either, as my life was rarely in danger.

I don't know, maybe I had simply grown accustomed enough to the unresponsiveness of the Wiimote that I could promptly put any hiccups in the motion control while playing the game behind me.

Profile_pic4
April 04, 2010

@Frank, I'm with you on the classic controller issue.  When I got my wife a Wii this past Christmas, I was extremely disappointed to find very little support for the classic controller.  ESPECIALLY for games such as New Super Mario Wii and Okami.

Good article.  While I love the idea of the Wiimote, in practice it does fail sometimes, and I think recognizing weaknesses as well as promoting the strengths of our now gen systems is a good idea.

(As an aside, you are a brave man for blasting both BOTH N's and Big S's controllers, all in one day)

Franksmall
April 04, 2010

@Bryan: I will not hesitate to admit that I am probably less apt to put up with game design making me fail at actions when playing a game than the next person. I could eventually get most actions accomplished, but I had been dying to play Okami and had held off playing the PS2 version when I heard the Wii version was coming out (I didn't own a PS2 and didn't get to play most PS2 games till I got my PS3). The deal breaker for me was having to draw all those circles on the tree in quick succession. It was nearly impossible for me. I do not doubt my execution was a part of the issue, but the Remote's defeciencies made it a much more frustrating experience.

 

@Keith: Don't worry, I am cooking one up for the 360 remote as well! I just didn't have time to get them all done yet! I am equal opportunity hater... of individual elements of the systems and their peripherals. Like I said, control is the most important aspect of gaming. I hate when developers don't get it right, but for the systems to have bunk elements of their controllers at this point boggles my mind. Sony has done a great job of fixing individla elements of the DS, but I still think there is room for improvement- the R2 L2 set-up stinks and like my article said I don't love the analog sticks.

I am glad you are enjoying these!

 

Thanks a ton for the comments, both of you!

Default_picture
April 04, 2010

...maybe you guys are just aren't good at playing????

Default_picture
April 08, 2010

I haven't played the Wii version, but I've heard complaints about its motion controls, frequently. My brother seemed to really dig the Wii version -- and I'm not sure if it's because he hadn't played the PS2 version or if awkward control schemes just don't bother him.

Bman_1a
April 10, 2010

I wish I had read this article before picking up the Wii version of Okami used a few weeks ago. I (perhaps stupidly) gave my PS2 to my ex, along with Okami and Shadow of the Colossus, the only two games for it I held on to. It was cheap and Okami has one of those game worlds I like to visit for a few hours every now and then. But your article is bang on - compared to the original it feels pretty jank. Especially the combat.

Default_picture
May 01, 2010

i disagree with this article...sort of. Okami is frustrating to play with the wii remote if you have the wii remote set to the default settings. some minor adjustments, and the controls should be fine. it is kind of annoying that you'd have to adjust anything at all since it should work perfectly on default, but that's life, i guess. :/

ok, so first, if your tv is on a shelf, or some kind of raised platform, you'll want to move your wii sensor bar to the bottom of your tv. after that, enter your wii settings page and choose the option for your sensor bar to be on TOP of the tv. (i know that seems backwards, but just try it.)

then, you'll want to adjust the wii remote sensitivity. The wii remote sensitivity default setting is 3; you'll want to take it down a notch to 2.  save your wii remote settings.

try to sit a good distance away from your tv, like 5-6 ft.

after you do those things, start the game.

i've been playing it like this since i've gotten the game about a week or so ago, and it plays like a dream. i haven't had wii remote sensitivity problems with it since.

Franksmall
May 01, 2010

Wow! That seems like it took a bit of work to figure out.

The truly important thing is that Okami is a great game. The Wii version didn't change the environments, scripting, art- all the truly great parts. If you can make these changes and get a great experience then that is awesome! I do wish the controls had felt a little out of the box, and still contend that using a cursor rather than the brush would have been the best fix, though.

Thanks for the productive comment, even if you didn't fully agree with my whole piece! I appreciate it!

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