Others here:
http://www.playfrance.com/ps2-Okami/news/181177721-Images-Okami-loup-y-es-tu.html
Okami's arrival in Europe has been confirmed by Capcom Eurosoft but is still TBA.
but can anyone describe how exactly it plays?
gofreak said:It looks simply amazing, but can anyone describe how exactly it plays?
aoi tsuki said:i just want to touch my monitor every time i see screens of this.![]()
foobarry81 said:This game would perfectly fit on GameCube. I don't understand why Capcom is keeping it a PS2 exclusive.
sly said:What's special about the Gamecube that would make the game "perfectly fit"?
sly said:What's special about the Gamecube that would make the game "perfectly fit"?
sp0rsk said:fanbase
sp0rsk said:Well, look at all the jaggies and...uh...crappy textures and...you know...KTHXBYE
sly said:What's special about the Gamecube that would make the game "perfectly fit"?
Unfortunately what life's left in PS2 won't go for a game like Ookami, they only trust name brands at this point. This game would've been better off a year ago period... now the only place it could make a real splash would be PSP I think (or retooled for nextgen).SolidSnakex said:This would've been better off on the GC a year ago, now the system is basically on its last legs and its much better off on something like the PS2 that's still got life left in it.
There is hope for Okami!jarrod said:Unfortunately what life's left in PS2 won't go for a game like Ookami, they only trust name brands at this point. This game would've been better off a year ago period... now the only place it could make a real splash would be PSP I think (or retooled for nextgen).
Speevy said:Capcom could probably make some money by releasing this in Japan only for the Cube, because it will likely bomb here (in the US) on any console.
Not so much the GameCube, but it's fanbase (as spOrsk said) makes it more suitable for 'out of the ordinary' games.
We can hope... though I remember Namco's inital expectations for Katamari being 200k (they're always a bit insane on expectation) then strangely them crowing at the title's success at 120k or so. :/Dice said:
And yet, the niche-game-cum-big-seller success stories are pretty even between the machines, despite PS2 content outnumbering GC content 10 to 1. This game would be doa on either machine by the time it releases honestly, again for a late 2005 release I think PSP or Xbox 360 would've been the best hope for finding an audience.dark10x said:I don't think so...
There is, on the whole, a larger selection of unique and niche titles available on the PS2 than there are on the GC. That's one of the PS2's largest strengths. You have a massive selection of mainstream content along with niche titles.
sly said:What's special about the Gamecube that would make the game "perfectly fit"?
Toon-shaded graphics.sly said:What's special about the Gamecube that would make the game "perfectly fit"?
joshschw said:Gamecube April Release List:
Or you can look at what happened to Donkey Konga and Ikaruga, and compare that to Katamari Damacy or Contra on PS2. It's not as cut and dry.Not so much the GameCube, but it's fanbase (as spOrsk said) makes it more suitable for 'out of the ordinary' games. Just look at what happened to Viewtiful Joe. Or a game like Giftpia or Animal Crossing would just be unthinkable on PS2. I wonder what'll happen with Killer 7 on PS2 too.
Er, Donkey Konga outsold both Contra and Katamari combined. In fact, it's outsold Taiko worldwide too. Also, Ikaruga sold pretty well, surpassing Atari's own expectations for the game. It's outsold every original IP PS2 shooter btw.Marconelly said:Or you can look at what happened to Donkey Konga and Ikaruga, and compare that to Katamari Damacy or Contra on PS2. It's not as cut and dry.
jarrod said:The biggest "niche game" success story though is easily Super Monkey Ball on GameCube. Nothing can really compare to that.
Super Monkey Ball started out as a small arcade game using a weird banana shaped joystick before it was chosen as a GameCube launch release. Why the odd choice in controller for the arcade game and how difficult was it to convert the gameplay using an analog stick instead of a weird banana shaped joystick?
Nagoshi: It was pretty easy to do � it took a group of four about two months. As for the arcade controller...we wanted something that would catch people�s eyes in the arcades, and make the game feel fun when you played it. (Like a Nintendo game).
gofreak said:It looks simply amazing, but can anyone describe how exactly it plays?
foobarry81 said::lol yeah right.
Ratcage said:Somebody explain to me why this game looks so good? I just don't see it, and it is far from the best looking game of all time.
Speevy said:Unique art direction. When you see something that's never been done before artistically, and it's cohesive in that visual pursuit, you can't really help but take notice.
Ratcage said:It's unique, yes, but the art direction it is pursuing just doesn't appeal to me. Guess it is just me though.