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==Gameplay==
 
==Gameplay==
''Ōkami'' has the player controlling the main character, [[Amaterasu]], in a woodcut, watercolor style, cel-shaded environment, which looks like an animated Japanese ink-illustration (known as sumi-e) with other styles of art. The gameplay style is a mix of action, platform, and puzzle gaming genres, and has been noted by many reviewers to have numerous similarities in overall gameplay style to ''The Legend of Zelda'' series,<ref>{{cite web | url = http://www.mtv.com/news/articles/1542741/20070131/index.jhtml | title = GameFile: 'Ōkami' Goes Green; Official Wii Word; 'Idol' Launch And More | publisher = MTV | date = 10 October 2006 | last = Totilo | first = Stephen | accessdate = 10 August 2007 }}</ref> an inspiration that director [[wikipedia:Hideki Kamiya|Hideki Kamiya]], a self-proclaimed Zelda-fan, has admitted has influenced his general game design.<ref>{{cite web | url = http://www.1up.com/do/feature?cId=3152880 | title = The Kamiya Touch: An Interview with Clover's Hideki Kamiya | publisher = 1up | last = Mielke | first = James | date = 18 August 2006 | accessdate = 10 August 2007}}</ref> The main story is primarily linear, directed through by Amaterasu's guide [[Issun]], though numerous side quests and optional activities allow for players to explore the game world and take the story at their own pace.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=13–14 | publisher=Capcom }}</ref> By completing quests, side quests and small additional activities (such as making trees bloom into life or feeding wild animals), Amaterasu earns Praise, which can then be spent to increase various statistics of the character, such as the amount of health and number of ink wells for Celestial Brush techniques.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=25–26 | publisher=Capcom }}</ref>
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''Ōkami'' has the player controlling the main character, [[Amaterasu]], in a woodcut, watercolor style, cel-shaded environment, which looks like an animated Japanese ink-illustration (known as sumi-e) with other styles of art. The gameplay style is a mix of action, platform, and puzzle gaming genres, and has been noted by many reviewers to have numerous similarities in overall gameplay style to ''The Legend of Zelda'' series,<ref>{{cite web | url = http://www.mtv.com/news/articles/1542741/20070131/index.jhtml | title = GameFile: 'Ōkami' Goes Green; Official Wii Word; 'Idol' Launch And More | publisher = MTV | date = 10 October 2006 | last = Totilo | first = Stephen | accessdate = 10 August 2007 }}</ref> an inspiration that director [[Hideki Kamiya]], a self-proclaimed Zelda-fan, has admitted has influenced his general game design.<ref>{{cite web | url = http://www.1up.com/do/feature?cId=3152880 | title = The Kamiya Touch: An Interview with Clover's Hideki Kamiya | publisher = 1up | last = Mielke | first = James | date = 18 August 2006 | accessdate = 10 August 2007}}</ref> The main story is primarily linear, directed through by Amaterasu's guide [[Issun]], though numerous side quests and optional activities allow for players to explore the game world and take the story at their own pace.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=13–14 | publisher=Capcom }}</ref> By completing quests, side quests and small additional activities (such as making trees bloom into life or feeding wild animals), Amaterasu earns Praise, which can then be spent to increase various statistics of the character, such as the amount of health and number of ink wells for Celestial Brush techniques.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=25–26 | publisher=Capcom }}</ref>
   
 
Combat is staged in a ghostly virtual arena, and Amaterasu can fight enemies using a combination of weapons, fighting techniques and Brush methods to dispatch the foes.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=19–20 | publisher=Capcom }}</ref> At the end of combat, money (as [[yen]]) is rewarded to Amaterasu, with bonuses for completing a battle quickly and without taking damage. The money can be spent on numerous items from merchants across the land, including healing goods, better weapons, tools and key items for completing quests. The money can also be used to buy new combat techniques at [[dojo]]s throughout the land.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=30}}</ref> Additionally, rare [[Demon Fang]]s can be earned through combat which can be traded for additional, unique items that are beneficial in gameplay but not required to complete the game.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=31}}</ref> Weapons inspired by the [[wikipedia:Imperial Regalia of Japan|Imperial Regalia of Japan]], the [[Reflector]], the [[Rosaries]] and the [[Glaive]] can be equipped on Amaterasu as either a main or sub-weapon, and used in addition to other melee attacks that the player can have Amaterasu learn through the course of the game.<ref>{{cite web | url = http://ps2.ign.com/articles/723/723168p1.html | title = The Weapons of Ōkami | date = 11 August 2006 | accessdate = 10 August 2007 | work = IGN PS2 | publisher = IGN Entertainment}}</ref><ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=22}}</ref>
 
Combat is staged in a ghostly virtual arena, and Amaterasu can fight enemies using a combination of weapons, fighting techniques and Brush methods to dispatch the foes.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=19–20 | publisher=Capcom }}</ref> At the end of combat, money (as [[yen]]) is rewarded to Amaterasu, with bonuses for completing a battle quickly and without taking damage. The money can be spent on numerous items from merchants across the land, including healing goods, better weapons, tools and key items for completing quests. The money can also be used to buy new combat techniques at [[dojo]]s throughout the land.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=30}}</ref> Additionally, rare [[Demon Fang]]s can be earned through combat which can be traded for additional, unique items that are beneficial in gameplay but not required to complete the game.<ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=31}}</ref> Weapons inspired by the [[wikipedia:Imperial Regalia of Japan|Imperial Regalia of Japan]], the [[Reflector]], the [[Rosaries]] and the [[Glaive]] can be equipped on Amaterasu as either a main or sub-weapon, and used in addition to other melee attacks that the player can have Amaterasu learn through the course of the game.<ref>{{cite web | url = http://ps2.ign.com/articles/723/723168p1.html | title = The Weapons of Ōkami | date = 11 August 2006 | accessdate = 10 August 2007 | work = IGN PS2 | publisher = IGN Entertainment}}</ref><ref>{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | publisher=Capcom | page=22}}</ref>
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Throughout the game, the player encounters several other characters that are inspired from Japanese folklore.<ref name="Folklore">{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=34–35 | publisher=Capcom }}</ref>
 
Throughout the game, the player encounters several other characters that are inspired from Japanese folklore.<ref name="Folklore">{{cite book | year=2006 | editor=Capcom Entertainment, Inc. | title=Ōkami instruction manual | pages=34–35 | publisher=Capcom }}</ref>
 
==Development==
 
==Development==
''Ōkami'' resulted from the combined ideas of Clover Studio.<ref name="gamespy-inaba"/> The game was originally built around "depict[ing] a lot of nature", but had no central concept or theme, according to lead designer [[wikipedia:Hideki Kamiya|Hideki Kamiya]].<ref name="okami prototype">{{cite web | url = http://www.1up.com/do/newsStory?cId=3176767 | title = Platinum Games' Kamiya Reflects on Bayonetta, Okami | first = Kevin | last = Grifford | date = 4 November 2009 | accessdate = 5 November 2009 | publisher = 1UP.com }}</ref> Kamiya eventually created a minute-long demonstration movie showing a wolf running about a forest, with flowers blossoming in its wake, but still lacked any gameplay. Kamiya and other members of the team introduced ideas around the nature aspect and eventually led to the game's initial prototype, which Kamiya admitted was "incredibly boring to play".<ref name="okami prototype"/> Kamiya suggested that he allowed so many ideas from the team that resulted in the development moving off-target, including creating more of a simulation. Eventually, they settled onto the gameplay found in the final product.<ref name="okami prototype"/>
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''Ōkami'' resulted from the combined ideas of Clover Studio.<ref name="gamespy-inaba"/> The game was originally built around "depict[ing] a lot of nature", but had no central concept or theme, according to lead designer [[Hideki Kamiya]].<ref name="okami prototype">{{cite web | url = http://www.1up.com/do/newsStory?cId=3176767 | title = Platinum Games' Kamiya Reflects on Bayonetta, Okami | first = Kevin | last = Grifford | date = 4 November 2009 | accessdate = 5 November 2009 | publisher = 1UP.com }}</ref> Kamiya eventually created a minute-long demonstration movie showing a wolf running about a forest, with flowers blossoming in its wake, but still lacked any gameplay. Kamiya and other members of the team introduced ideas around the nature aspect and eventually led to the game's initial prototype, which Kamiya admitted was "incredibly boring to play".<ref name="okami prototype"/> Kamiya suggested that he allowed so many ideas from the team that resulted in the development moving off-target, including creating more of a simulation. Eventually, they settled onto the gameplay found in the final product.<ref name="okami prototype"/>
   
 
[[File:Okami-compare.jpg|thumb|250px|right|Side-by-side comparison of the original realistic (left) and the final sumi-e (right) style used in ''Ōkami'']]
 
[[File:Okami-compare.jpg|thumb|250px|right|Side-by-side comparison of the original realistic (left) and the final sumi-e (right) style used in ''Ōkami'']]
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