Archive for the ‘ Review ’ Category

King Kong – “The Meaning of the Word *Cinematic*”

For years now games have been trying to find the right way to convey a range of emotions similar to those present in other art forms, specially cinema. Though cut-scenes and FMV abound in modern videogames, they can be seen as embodiments of a language unnatural to interactive media, which, comprehensively, developers do not fully understand. Still, these elements managed to bring depth to videogame narrative when the medium lacked proper tools to do so. “Final Fantasy”, “Resident Evil” or even “Metal Gear Solid” are good examples on how a more cinematic language can help fill in the narrative gaps laid down by otherwise simplistic gameplay features and expressionless 3d models. But this is the 21st century, games’ audiovisual interfaces are now bordering life-like, and it’s about time developers learn how to harness that power to convey more than just the dull notion of “Fun”. This is where Michel Ancel’s (“Rayman”, “Beyond Good and Evil”) “King Kong” comes into play.

For some reason, games usually fail in conducting the player through the roller-coaster ride of emotions typically associated summer blockbuster movies. Mostly, I think, because designers still aren’t able to strategically define each set-piece’s rhythm, leading the player from moments of calm, anticipation and suspense, into adrenaline fueled climaxes. This is a consequence of gameplay oriented design, that focuses too much on the player interaction (and the “Fun” factor that ensues), instead of a much broader notion of experience, that takes gameplay into account, but complements it with audiovisual stimuli, which add depth to the emotional response of the player. In my view, that is why movie-game adaptations fail: they get the basic notion of the movie, translate it into gameplay mechanisms, create an interface according to the conceptual artwork, and glue it all together with some shabby cutsenes or promotional movie clips; in the process, the movie’s emotional impact is lost, and with it all of its artistic expression. But not in “King Kong”.

The game’s unfolding follows with scrutiny Peter Jackson’s movie, from the moment the filming crew lands on “Skull Island”, a hidden paradise where pre-historic fauna and flora still exist. The player takes Jack’s perspective, using first person POV, as he explores “Skull Island” in all its splendors and dangers; and King Kong’s, in action adventure portions, as he tries to save Ann from the Island perils.

In terms of Jack’s part, instead of taking the predictable road of allowing the player to shoot everything on sight that moves, as in the traditional FPS genre, the game prompts the player to explore and use his environment to survive the attacks of centipedes, demon adoring natives, and, of course, famished dinosaurs (including a family of Colgate smiling T-Rexes). Survive. As in survival horror. You’ll run, duck, hide, throw spears and bones, and even use the environment to aid you, all so that you can survive. Sure, there are some action portions where you have access to real weapons, but even then, the game casts you in a position of inferiority towards your enemies, never alowing you to feel comfort or power as you do in a shooter. For instance, when you face the T-Rexes, though you have a bucket load of machine gun ammo, it causes no impact on the large critters, except for the fact that it reminds them that you’d make a great snack. The result is the aforementioned roller coaster ride, a journey through hell, with all its ups and downs, where all you can do is run and hope for the best. In that sense, the game fully embodies its movie counterpart expression.

Kong’s side of the story is not as well thought off, even if it’s explored in a genre all too familiar to Ancel. The first Kong levels are unusually cinematic, with great camera-work and fast pacing serving platforming based chasing sequences (a la “Prince of Persia”), as Kong tries to catch up with Ann. Unfortunately, from there on out, these sequences degenerate into mindless button mashing feasts, as Kong has to get rid of those T-Rexes, in classical beat’em up style. These sequences become all the worse as the game approaches its “Empire State Building Finale”, with the superficial battle system completely worn out by then, and some crazy camera view points that become too cumbersome. Kong’s scenes feel, above all, as a compromise with hard-core gamers that need a steady fix of action packed sequences in order to maintain interest in a game, and in the end, they do little to add value to the movie’s translation. Perhaps if the levels were better designed, they would’ve made sense as a complement to Jack’s adventure, but that just isn’t the case here.

Ar least, it’s all done with style and grace, achieving a perfect depiction of the environments present in the movie, using gorgeous lighting schemes, beautiful multi-layer background compositions, and a total absence of HUD/menu induced noise, just pure visual magic. Add the use of Newton Howard’s composition (that set the tone for the scenes in the game as they did in the movie), and voice acting by the movie’s cast (filled with precious details like Adrien Brody’s gasps when the player runs too much, or Jack Black’s silly comments on how “Amazing” Skull Island is), and you’ve got the perfect audio-visual translation of a movie into a game.

“King Kong” delivers where everyone else has failed, in a wonderful translation of a movie into a game that actually works in its context, and not by merely serving as an appendix, but as a full out audiovisual interactive experience. It isn’t perfect: Kong’s episodes break an otherwise smooth pacing, and some elements repeat themselves too much, but even so, the game manages to propel the player into discovering a wealth of emotions undeveloped in games. Of course, this is blockbuster territory, so don’t expect life changing experiences, just an adventure filled with danger and excitement, a fun-fair ride into the heart of “King Kong’s” domain. If only all movie adaptations were this good…

Overall: 4/5

Silent Hill 0rigins – “In my restless dreams, I see that town… Silent Hill. You promised you’d take me there again some day… but you never did.”

“Was it all just a dream?” Maybe “Silent Hill” was just that: a dream… a dream surrounded by the misty haze of a medium far too young and shallow to understand the true value behind Toyama’s masterpiece. Only by acknowledging this fact can one understand the often convoluted story behind the series. Had Konami Japan understood the (artistic and commercial) value of the series, I doubt they would have been so eager in wasting the series potential with such a lenient production policy (at least Sony understood, hiring Toyama for the later “Siren” series). So, what is the story behind Silent Hill? First, a revolutionary game, that is the epitome of psychological horror (SH1); then a game that builds on that basis and adds a twisted storyline and aesthetic that in my opinion are worthy of a David Lynch movie (SH2); an uninspired sequel that follows the event of the first chapter, but that still manages to retain the same level of dramatic efficiency and production quality of its predecessors (SH3); and finally, a deviation of the series, that not only was unable to take the series forward, as it also failed in replicating some of the more important standards fans came to expect (SH4). [And if you’re wondering why I don’t mention the movie, it’s because I don’t think it’s worth mentioning… at all.]

Alas, a prequel is made… by an outsider, U.K. based studio: Climax. Let me start by saying that I wouldn’t like to be in their shoes, having to uphold to so much, and with so little experience to do so. Just think about it: in case they didn’t stick to canon, they would be criticized for not maintaining the series core values, and if they opted for a strict following of the previous games, they would be criticized for not adding any value to the franchise. No win situation. Climax chose the second road, and “Silent Hill 0rigins” ends up looking like what you’ve come to expect of “Silent Hill”: the same foggy town, with its empty streets, hospital, motel, and creepy monsters wandering about, the same camera angles coupled with a noise filter, the same eerie soundtrack. But, sadly, as you explore the dreamy landscape, you’ll notice the subtle differences, and you’ll realize they were as important as everything else in creating the horror masterpiece devised by Keiichiro Toyama. Not that Climax doesn’t try hard to embody everything that is “Silent Hill”, they do, but the fact remains that a copycat is only as good as his ability to perceive what made the original work of art grand… and Climax doesn’t cut it.

“God is in the details.” Small details, the type of which you’d thought wouldn’t matter, but do. A simple example: a crucial aspect in any horror game is the surprise factor, the ability to catch the player off-guard (not necessarily to make him jump off his seat). In the first chapters of the franchise, there were a lot of unique scenes where the designers changed the field of play, messing with your head’s preconceptions. For instance: the brilliant cat-scene in “Silent Hill”, where you could hear a noise coming from a locker, and when you opened it, a cat sprung out, only to be killed by a demon-kid (or whatever you wanna call those things); later, when you entered the other-world, the scene would repeat, a noise coming from the locker, but only this time, when you got the nerve to open it, the entrails of the cat where laying there. These small episodes were crucial in placing the player in an uncomfortable place, where every move ended with unpredictable results. In “0rigins”, there isn’t anything like that, everything moves along smoothly and predictably: it’s all straight run o’ the mill, “Silent Hill” 101.

The one thing Climax missed that is sure to stick out as sore thumb is storytelling. The “Silent Hill” universe always inhabited the realm of the surreal, where ambiguity and mystery went hand in hand. “0rigins”, on the other hand, starts off with the worst of premises: to explain the events behind the first game. Now, you might not have noticed, but “explain” doesn’t really mix with “surreal”, “ambiguous” or “mysterious”. Besides that, “Silent Hill 3” had already “explained” the first “Silent Hill” for the average player, so why try and explain more? No good could ever come from that mindset. The result is sad, at best: scenes pan out in predictable ways, with none of the edginess, creepiness or surrealism you’d expect; dialogs are poorly written and straightforward (which is probably the worst adjective for a “Silent Hill” game). Everything is just so linear, shallow and… well, I’m gonna say it, “American”, that it manages to destroy any sense of strangeness that was still left in that world. Adding to that, all of the “explanations” in the game are completely unimportant, serving only as canon fodder for the overly zealous fan to devour.

On a design note, there are some very good aspects to Climax’s venture, that go as far as correcting some of the mistakes in the third and fourth chapter. A higher focus on puzzles and exploration, a better use of sound and especially, of Akira Yamaoka’s brilliant scores (what would “Silent Hill” be without them?), and a battle system that is, for the most part, able to walk the thin line between responsiveness and clunckiness, i.e. not responsive enough to allow the player to feel either overly confident about killing monsters, and not frustrating to the point of making him throw his console out the window.

The first two “Silent Hills” were some of the best games ever designed, and that is an admittedly hard lineage to uphold, and as expected, “0rigins” utterly fails in doing so. Yet, it does manage to copy most of the formula of the series, making it a very pleasing game for the hardcore fans, as long as they don’t expect to find herein the finer subtleties that made “Silent Hill” a grand masterpiece. “0rigins” is what it is: a mimic of a great work of art, that is as shallow and linear as the original was subtle and unique. The hard truth is that “Silent Hill” is growing stale and old, and the time will come when one must start wondering if we’ll ever see such joyous days as the ones in 1999, when “Silent Hill” first appeared… here’s hoping that it wasn’t all just a dream.

Overall: 2/5

Rule of Rose – “Tale of a Filthy, Unlucky Little Girl”

Once upon a time, there was a wee-little girl named Jennifer. She was a filthy and naughty little girl, and for some reason, bad luck and all sorts of horrible things followed her around. Wonderful! Tee-hee. What a poor, helpless, unlucky girl. She took the school-bus one day and found a strange boy there. He was such a lovable boy with such a beautiful and evil smile; she had met him once before, a faint memory of a dark, distant past. He said: “Follow me!” – and left the bus. She followed, only to watch him disappearing into the night, in the direction of an old orphanage – “The House of Rose”. The bus left, leaving Jennifer behind. Poor, helpless little girl, she knew not what labors she had signed on to… I grin just thinking about it. And so she treaded the old path leading through the dark forest. Brooding shadows and worn-down old trees abounded. Hihihi, little Jennifer got scared, and ran, ran, ran… as fast as she could… into to the wicked, old, Orphanage.

On the way there, she found a hideous crumbling shed. A small dog lied inside, little ugly Brown… poor filthy Brown, yelping from all the loneliness and hunger. Stupid Jennifer took him in, helping and nurturing him. They would become great friends you see, never to separate again. For a filthy mutt, he was quite the smart little whelp, sniffing out any little thing, leading Jennifer through all the labyrinths and wicked mazes that laid in her path. Such disgusting little friends they’d become, helping out each other through all the evil…

And so, she headed to the orphanage of Rose, to face her horrible little friends. Hahaha! Such delightful times they’d have! Playing nasty games with one another… Of course, she’d have to face scary trials to prove her friendship to all of her dear “House of Red” wicked little friends… Ah, such beauty and fun! But her friends weren’t all she would find in the orphanage, horrendous monsters from her dreadful past also lived there. Marvelous little things, filled with anger and hate… good little friends. Luckily, she was a frail little girl, and had a hard time defending herself from the fearful monsters! Poor unlucky girl, she couldn’t hit the big baddie monsters, even when she tried really hard. Ah, what a waste, many frustrations she’d meet, and you, my dearest reader must face them with her. Poor, helpless reader. To endure such horrible trials must be disgusting.

Can Jennifer find the clues about her horrific past and leave the evil orphanage? It is up to you to find out if Jennifer and Brown will live happily ever after. Me, I hope not… But you, my dearest reader must play with the little girl to find out… hihihi, what horrible little stories lie in your path…

Overall: 5/5

Blade Runner – “Fiery the angels fell. Deep thunder rolled around their shores… burning with the fires of Orc. “

The year is 2019, the place is LA… but not “the” LA, but one where everything is gloomy and dirty, the sky pitch black and where it is always raining. This blackened metropolis spawns many anachronisms, a dark future built on a broad mesh of past imagery, boasting classical architecture styles and modern technologies. Old and worn-down skyscrapers that date back to the early 1900’s are filled with gigantic ad-screens, bursting noisy commercials. In the belly of the immense towers, a strange Chinatown-like underworld has formed, with oriental restaurants and night clubs announcing its promise of entertainment in glowing neon lights, dark alleys and run-down warehouses surrounding. Up, in the night sky, flying cars travel feverishly, passing by blimps that announce a perfect life in the outer Colonies. In the center of town lie two gigantic metal pyramids, surrounded by hundreds of factories with fiery chimneys, the culmination of Man’s technology and industry – the home of the Tyrell Company. This is where it all began. The soft Vangelis overture establishing the melancholic depression Mankind has immersed itself in, the eyes of a tired detective reflecting the fiery pits of hell, the sound of rain pouring down on the windshield, a flying car vanishes in the horizon – “Blade Runner”.

It’s difficult to take a movie masterpiece and make it into a game… hell, it’s difficult taking any movie and making into a game, so I guess I was a bit zealous when addressing “Blade Runner”, the videogame. Yet, after playing it, my fears revealed unfounded: it’s probably the best movie adaptation I’ve ever played. The game casts you as Detective Mccoy, a Blade Runner in everything similar to captain Deckard: the same coat, gloomy stare and sharp-wit all noir detectives share. Also like Deckard, he’s commissioned a new case which will eventually lead him on the trail of a group of Replicants bent on enhancing their life-span.

The plot, that unfolds side by side with the movie’s, borrows heavily from the it, focusing on the same moral dilemmas concerning life and death, creation and identity. Who is Det. Mccoy, a replicant or a human? Should Tyrell Company, and above all, Man, be allowed to play God, by deciding the life and death of the replicants? The questions build up as the narrative unfolds, as the player uncovers small pieces of a graphic-adventure puzzle: collecting evidence while investigating murder scenes, analyzing photos (just like in the movie) and talking to possible witnesses. Anyone who has ever played a classic “point and click” will feel right at home, except for one thing: the dynamic narrative. “Blade Runner” attempts at creating an interactive narrative, with each choice altering the events that follow, and not just the endings, as is common. Sadly, each choice is hidden and obscure to the player, thus destroying the designers’ intentions at achieving a good interactive model – if the player doesn’t know when or what he is choosing, then he will never know what to make of the said choices. I mean, how can you know that a specific line of dialogue will transform a certain human character into a replicant? How can you know that you can holster a weapon in a specific place to save a replicant’s life? It just seems silly… and random… unless you plan on repeating every little scene time and time again to find out different outcomes. The fact that there is no good FAQ out there is proof alone of some poorly thought design choices. This applies to other aspects of the interface as well: puzzles feature clues that are extremely hard to find, the player has to guess many of the clues’ meanings, dialogue lines provide impossible to predict results, and you’re never fully aware of all the possibilities each scene poses for you as a player. How on earth a player is supposed to navigate through a game with such an impregnable interface beats me. At least the writing is well done, capturing perfectly the dialectics featured in the original movie.

The sights and sounds of the movie have also been translated meticulously, allowing the game to feed on its atmosphere almost perfectly, with high quality FMVs posing as background for the action, characters featuring fully fledged voice acting and Vangelis’ scores serving as soundtrack. Unfortunately, some environments, locations, characters and musics had to be created from scratch, and while most stay true to the movie’s spirit, the artists quality is clearly under par, going as far as adding some annoying overly kitsch elements to the otherwise serious nocturne landscape.

It’s hard not to see “Blade Runner” as a missed opportunity, for it derives all of the good aspects of the movie it’s based on, the problem is just that when it comes to its interactive elements it feels flat, annoying and hard to understand, a testament to all of the reasons why the classic Adventure genre died out. But if you can cope with those elements, and are really found of “Blade Runner”, than you will probably be highly rewarded for the experience, even if only to wander the streets of that dark brooding LA once again…

Overall: 4/5

Ôkami – “Pretty as a picture, and flat as one…”

\

Traditional Japanese art has always been in love with its country’s magnificent landscapes. The word “zen” usually comes into mind when staring at such moving depictions of nature. A sense of deep, yet thoughtless contemplation eventually takes you over as you gaze the grandiosity of its imagery. The minimalistic detail, the lack of color and the vast depth of field (in absolute contrast with the absence of perspective) give the paintings a notion of stillness that is unique to their art. Yet, their contemplative nature doesn’t make them dull or inexpressive; quite on the contrary, it allows the viewer’s eye to fully explore the emerging contrasts of these depictions. Soothing as it may seem at first, Japanese art is also violent, cacophonic and cruel, though, like many aspects of its society, such violence remains hidden from the untrained eye.

\

As a fan of Japanese art in general, I was eager to see how much of it would be present in “Ôkami”; I felt, from watching the never ending screenshots and conceptual art, that for the first time, classical themes of Japanese culture were going to be explored in a videogame. Not that the colorful, hip, excessive j-pop (or j-poop, whatever you prefer) modern game aesthetic doesn’t have its place, it does, but I never thought of it as the right way of translating Japan’s feudal History and cultural roots, at least, not in the same way as Hokusai’s paintings, Kurosawa’s movies or Ryuichi Sakamoto’s compositions. Not that these are the purest of Japanese artists (they certainly aren’t), but they managed to build bridges that us westerns could cross so to better comprehend their society; they defined our notion of what Japan “is”. In videogames, these attempts have been feeble, at best, with the only works that I would consider to be to true to Japanese aesthetic being Ueda’s masterpieces: “Ico” and “Shadow of Colossus”. Because, whether you like it or not, there are many Japanese games corrupted with western notions of dimensionality, space, color and narrative, along with the boring sense of aesthetic realism that haunts nearly all American videogames. Just look at “Onimusha”, “Resident Evil”, “Metal Gear” (and so many other popular series) and ask yourself what part of Japan “exists” inside these games. And the ones that do elude these notions tend only to look upon “Animes’” and “Mangas’” clichés to depict Japan. And so, I rested my hopes on “Ôkami”, a game that, in my mind, was bent on overthrowing such crude notions of Japan to the backseat of videogames.

\

“Ôkami” presents itself as an attempt at bringing popular Japanese folklore, legends and myths into the form of a classical fantasy story. As a player, you take on the role of Ammaterasu, a Sun Goddess reincarnated in the body of a wolf that after 100 years of slumber, lives once again to free Japan of an evil demon named Orochi. Free like only a wolf can be, I started my journey through Nippon, gently running through its fields and meadows, gazing at the blossomed cherry trees, the sparkly, blue lakes and the white covered mountains. I was in love with the pictorial aspect of “Ôkami’s” Nippon, where it seems as if an artists’ brush is painting the scenery as you run along through his canvas. It’s an imaginary Japan, one that undoubtedly inhabits in its people’s minds and dreams. The sense of style feels true to its nature, lush colors filling up the screen, helped by the impressionist technique of “cel-shading”, allowed beautiful and perfect depictions of traditional Japanese architecture and landscapes. Yet, a closer look at the its visual aspects also dims their shining light: everything just seems a tad too “colorful” for an oriental aesthetic (that upholds the use of contrast and mainly primary colors) and characters’ designs and animations end up being too silly to engage true feudal Japan’s ambiance. The sad thing is, looking at Keigo Kimura and Shinsyu Narita’s conceptual art (that once in a while appears in story-driven sequences), that the tone was spot-on in the first place, with their art truly referencing the “motifs” of traditional Japanese Art. In comparison, the final product is just too sugary coated and flashy; probably so, in order to sell the game to a wider gaming audience. It’s ironic that “Ôkami” failed to connect with that same audience, and that the ones who revere it are the ones who weren’t benefitted by that poor design choice. Still, minor flaws considered, it comes out as one of the best artistic designs in modern videogames.

Okami\'s Conceptual Artwork

And then… the story started, and all the beauty fell into a deep pit of pop culture stupidity. It all starts with a silly bouncing sprite named Issun, a wandering artist that seeks knowledge in the ways of Ammaterasu’s “Celestial Brush Techniques”. He’s the comic-relief character of the game and Ammy’s companion throughout his long journey, a buddy like the ones in all road-movies. But… he’s stupid. Really stupid. I mean… really, really stupid. Not funny, just… plain stupid. The minute he appears in the game, he starts blabbering about the breasts of a fairy where he was hiding, a sexist joke often repeated throughout the course of the entire game, with an annoying sound effect posing as his voice (just imagine a ten year old with a screechy voice imitating Japanese, and then, repeat that awful sound through hours and hours, and you can start imagining the agony of it all). From there on out, “Ôkami” loses its heart, with its story becoming less and less engrossing and eventually slowing into a halt. The much awaited, self-proclaimed folkloric “myhos” that was used to create the story, turns out to be nothing more than a bunch of fairy-tales told in a childish tone, designed to capture the “imagination” of anime-following teenagers and wee-little ones with short attention spans, by using crude jokes and worn-out cinematic references (like bullet-time action sequences featuring Ammaterasu and other Ancient Gods: what the hell does “The Matrix” have to do with Japanese religion???). The religious undertone of the story, its cultural roots and its patriotic messages are only addressed in the final stages of the game, and even then, are mostly overlooked in favor of j-pop cheesiness; just like watching a bad Disney movie that went straight to DVD. It feels awkward, out of place and downright wrong to use such references in this context; it’s not like this is “Devil May Cry” or “Viewtiful Joe”: this is a game that deals with a country’s values and History… and then just makes fun of it all, just to keep the audience “entertained”.

Okami\'s beautiful graphics in action.

And though the background of the game is lacking, considering its ambitions, the gameplay could’ve saved the day, by providing an engrossing exploration of this modern view of Japan. But it doesn’t. Exploring Nippon with “Zelda’s” free-roaming notions, allows you to contemplate the game’s backgrounds and artistic endeavors, sinking in the scenery and appreciating the trip. The action, following “Devil May Cry” principles with some platforming involved (no doubt, influence of the director, Hideki Kamyia, of “Devil May Cry” fame) is well executed, even if it doesn’t go very well with the theme at hand. The addition of a new gameplay mechanic, the brush techniques, which allow the player to draw objects in-screen, to solve puzzles and aid combat, is perfectly fitted in the game, adding a sense of uniqueness to gameplay mechanics that borrow so much from others. However, all of these good efforts are put to waste by an ill-conceived level design that does nothing to focus the player’s experience: scenarios are usually too big, requiring too much running about to carry out simple tasks, and levels feature numerous side-quests, items, and mini-games, but none of them really add to the experience, becoming mere bait for completionists with too much time on their hands. All this becomes duller, because the game engulfs nearly 40 hours of gameplay that could’ve easily been squeezed into 10-15 hours of juicy action and plot. Most of the action is just boring and repetitive, with the plot doing little to lead you on, to the point of making you want to leave the game unfinished. Once again, the preconception that larger games are better seems to have interfered with good design choices, where less is usually more. Remember, it’s not how long it takes; it’s how long you’ll remember it that counts. Something movies and music have discovered a long time ago.

Ôkami conceptual artwork

If you’re still reading this, you’ll probably dismiss this huge text as rambling and rant, but this is my honest opinion of “Ôkami”: take it, leave it or bash it, it’s your choice. In my opinion, games should be judged by their ambitions and goals, and “Ôkami” fails miserably in attaining them, neither managing to be a particularly entertaining game (it lacks momentum and consistency), or to be a true work of art (lacking courage and affirmation for what it tries to accomplish). It’s shallow, uninspired, its beauty is skin-deep, and it says nothing about traditional Japanese culture, which seems to have been its main “motif” before it was “lightened” for younger gamer audiences. It is common place to say that younger audiences connect with greater ease to more mature themes than the opposite; that is why the latter “Star Wars” trilogy failed, and why “Lord of The Rings” didn’t (see how much Peter Jackson compromised his vision to achieve success in younger demographics). Had “Ôkami” stayed true to its vision, and it would probably have been a success, otherwise, it just ends up being another videogame with bold ambitions, and little content to back it up. Face it, there’s as much Japanese culture here as in any run-of-the-mill j-pop boyz band. Even Takeshi Kitano’s films or Mamoru Oshii’s animes, that portray modern-age Japan, feature more recognizable classical Japanese artistic codes than “Ôkami” does, and it’s set in pre-Edo period, when those trends originated. As much as I would’ve loved to applaud “Ôkami”, I cannot, for it mistakes flash with substance, color with aesthethic, story with message, and art with entertainment.

Overall: 3/5