Okami follows much the same formula of a typical Zelda game. You proceed through the game by defeating the boss at the end of a dungeon only to gain a power that gives you access to the next dungeon. Between each dungeon there are overworld levels to explore, wandering enemies to battle, items to collect, fish to fish and characters to bore you with endless unskippable dialogue.
It all sounds very mediocre, right? But where Okami sets itself apart is in its Japanese woodblock inspired rendering and art design. It’s not quite as sharp as the cover art would suggest, but it remains a colorful and playful world filled with tons of unique looking characters and enemies.
My biggest complaint, and this is kinda backwards, is that the game is just too long. There were at least three occasions when I thought that *this* boss battle would be the last. Thirty-six hours later I finally beat the game, and by that time I just wanted to move on to something else. The story is alright, but after the third time you defeat the big baddie who was advertised as the ultimate evil and destroyer of worlds, you stop caring about the narrative. The aforementioned endless dialogue doesn’t help either.