upandaway said:
Weird how the drawing controls never bothered me, but the one thing that bothered me about them was the amount of ink you use. There was that fire attack that has a different strength depending on how thick the line was (or was it a different attack?), and you're supposed to change it by changing the distance between the remote and the TV. It was really uncomfortable and totally sucked.
Couldn't they have just done something like, the longer you hold it in one place the more ink it takes?
Once I got used to the controls I could play fine, but they're fundamentally broken. They dont take into account rotation of the pointer, like every other Wii game does.
On the Wii Menu, or any other pointer menu, you can rotate the 'pointer' and it knows how you're holding the remote. Rotate the remote 90 degrees, move it downwards, the pointer still moves down.
In Okami they failed to program that in, for whatever reason. So, if you turn the remote 90 degrees and paint 'down' it actually paints to the left on the screen, due to the left hand side of the remote being the the direction your moving.
So whenever you're painting
anything if you're not holding the remote totally perfect you're going to end up with what seems like unresponsive or glitchy controls.
They also seemed to fuck up the dodging mechanic. The nunchuck isn't precise enough anyway, but the dodging directions are relative to how Amaterasu appears on the screen. If the camera is behind Amaterasu and you move the nunchuck backwards, she jumps backwards. If the camera is looking at Amaterasu as she is facing the right side of the screen, and you move the nunchuk backwards, she dashes to
her right.
I dont know if this was a time problem, or if the programming was simply too difficult due to it being built for the PS2 controller from the ground up. Okami Wii is tons and tons of fun but it has a crazy amount of really fucking stupid control problems.