


It's a decent amount of variety, certainly more than your average 3D Zelda title, in which your core combat capabilities tend to be slash, jump-slash, and spin slash (Majora's Mask being the standout exception, what with the different forms go go Goron Roll!).Īnd to further the Zelda comparisons, the primary puzzle solving pickups (treasures in Zelda games, brush powers in Okami) also play a secondary role in combat, with certain brush powers being extremely effective against certain foes using a gust of wind against an enemy engulfed in flames will often blow them out, things can be cut in half with the brush slash, etc. a Reflector equipped as a secondary allows for a timed block and counter move and Rosararies, depending on their make, offer rapid fire bead action or a shotgun-like burst all at once). And instead of guns, a la DMC, Okami allows the player to equip another weapon to serve as a secondary, with varying effects depending on the weapon type (e.g. Okami deviates a bit from the DMC1 formula in that there's a third weapon type, Rosaries, that are all about ranged shots and Area of Effect sweeps. There's one weapon focused more on cancelable techniques (Reflectors) versus another weapon type (Glaives) revolving around devastating charged moves, comparable to Alastor and Ifrit in DMC1. Okami derives a lot of it's combat mechanics from DMC1, which is unsurprising given that the development of both games were helmed by Hideki Kamiya. So Codex bros, does the level design improve? Does the narrative become any less annoying? So far they've been extremely linear, but Moon Cave has given me some hope, as it was easily the best of the three of seen so far, although I would say it's still nowhere near Zelda dungeons like Forest Temple, Water Temple, Arbiter's Grounds, All 4 Majora's Mask dungeons. So at this point I'm pretty resigned to interminable lengthy cutscenes and idiotic characters/plot developments, but I'm curious if the dungeon design improves as the game progresses. In the sense that it's a Zelda-clone it's really just a Skyward Sword (easily the worst 3d Zelda) clone, but with much better art design and (thus far) much worse dungeon design. It's especially mind-boggling because the story is thus far both super-serious and also balls-to-ass boring, but meanwhile the characters are all fucking moronic loony toon characters (the worst is the effete samurai-prophet who peppers his conversation with modern French.WHY?!). I've several times gotten to the point where I'm just dicking around in a hub area because I know that if I advance the story more I'm going to have to sit through another 5-15 minutes of cutscenes. I have to seriously wonder whether anyone on the dev team did a QA pass on this, because so far the game says I've played just under ten hours and at least two hours of that was cutscenes. As others above have noted: the amount of cutscenes in this game is just fucking insane. I just finished the Moon Cave, and I guess I'll keep going for now, but I'm starting to doubt whether or not I'll have the stamina to finish. well, let's just say I think I've discovered a new dumbfuck test. fine? The fact that it's lauded by some as one of the greatest games ever though. So I'm playing this on Switch after getting it on sale for $5 and it's.
