![]() ![]() Everything in this package belongs there, works together, and most importantly, feels fun. And it's easy to say a game is pretty to look at, but it's another to say the game's artistic direction actually matches the tone of the story and enhances it. Every little collectible quest will actually give players tangible rewards, not just a worthless trophy. ![]() Yet the game is so tightly woven - nothing, absolutely nothing is worthless busywork (coming out of AC3, this feels pretty great). It is also surprisingly large for an action-adventure game, clocking in (for me, a side quest aficionado) at around 60 hours. Every system is fresh from the ground up, from combat to level layout to world design. "Okami" does not have this bogged down attachment to old tropes like a musical instrument, previous boss battles, set number of dungeons, creakily familiar plotlines. This does not mean Zelda is not still fun, but it certainly hasn't broke any new ground since 1996. The truth is, the Zelda franchise has been slowly trying to capture the magic of "Ocarina of Time" without ever quite succeeding, tacking on more and more unnecessary gimmicks to hide its reliance on decades old franchise tropes. When it came out seven years ago, many (myself included) dismissed it as a Zelda clone and left it at that. Not only is it still one of the most beautiful, complex, and well designed action-adventure games of the last generation, the re-release is probably the best of this generation as well. Okami is not one of those Many re-released games do not stand up to their own legacy, fans loving them with the clouded eyes of nostalgia. Many re-released games do not stand up to their own legacy, fans loving them with the clouded eyes of nostalgia. ![]()
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