It’s got an “brush stroke” frame, that has some wiggly twists. How many centuries need to go on until every game designer realizes that gameplay at the beginning of a game is crucial to success? Show at least the first 5 minutes for gameplay, before you present your gigantic cinematics etc.Īnother ugly detail is the text box design itself. After about 5 minutes of “wait until the text box finished” I used the skip button (at least this is available!) just to find out that there are 3 introductory parts of the storyline you need to skip until you truly get to control the character (play the game). Sadly this replays the story, and not in (already long enough) brief-intro-mode but in a verbose variation. I’d make the appear-effect way quicker (not in speech speed) and allow the player to press/hold a button to speed it up, skip the appearing effect and jump to the next text box.Īfter the intro I started a new game. I would also avoid the auto-appearing text. This might obscure some of the animation, but both is equally important – at least in a game without voiceover. If I had to fix this, my solution would have been simply to make the text box bigger. At least they programmed it correct, so that the “scene animation” paused until the appropriate text was delivered, but this took awfully long. In German, a rather verbose language, every sentence took about 3 to 4 boxes. I must admit that I am a quick reader, but the main problem here is probably that the original Japanese version had many characters inside the text box that would finish complete sentences. Sadly the intro text characters appear very slow and I was annoyed how many text boxes I had to read (and wait trough). When starting the game, the introduction “video” started. But the overall result is, that the details I will list prevented me from playing the game in the future and that is what ultimately counts. This doesn’t mean that I didn’t found many details and the overall concepts and intentions good. They made me end my playing session after approximately 30 minutes of (play)time.Īs a last disclaimer, I want to mention that will only list negative points. Some beads require upraded versions of Brush Techniques which can be unlocked in the latter half of the game.But boy, was I shocked about how bad some simple aspects of the game turned out. Tip: Some beads require digging up chests to obtain buried items are much more easily found at night as they emit a beam of light from the ground. Beads #74-#99: Kamui, Wep'keer, Kamui (Ezofuji), Yoshpet, Ponc'tan, Inner Yoshpet, and Wawku Shrine.Beads #57-#73: Sunken Ship, Imperial Palace, North Ryoshima Coast, Catcall Tower, and the Dragon Palace.Beads #36-#56: City Checkpoint, Ryoshima Coast, Sei-an (Commoner's Quarter), and Sei-an (Atristocrat's Quarter).Beads #21-#35: Taka Pass, Kusa Village, Sasa Sanctuary, and Gale Shrine.Beads #1-#20: Cave of Nagi, Kamiki Village, Shinshu Field, Hana Valley, Agata Forest, and Tsuta Ruins.If you have previously played Okami and are simply wishing to collect each bead during this playthrough, I have listed below which areas fall under what sections so that you may skip ahead. Brush techniques will not be marked as spoilers! This is because many of these beads are required to or are recommended to be obtained via backtracking. In this guide I have listed each Stray Bead by number, location, and any requirements needed to obtain specific beads.
0 Comments
Leave a Reply. |