http://multiplayerblog.mtv.com/2007/10/19/late-request-to-game-developers-please-cut-okami-wii/
To Whom It May Concern at Ready At Dawn and Capcom,
I am but a games reporter. You work at a quality game development studio and/or a mighty Japanese game publisher.

You bring joy to people’s lives. I bring something else.
Nevertheless, I hope you will read my request.
My fears have been confirmed. And I believe it is too late for you to do anything about it. But I need to get this out there. On the record. And while I might be the only person saying this in public, I’m sure I’m not the only gamer thinking it.
See, studio president Didier Malenfant of Ready At Dawn, the American outfit porting PS2 critical favorite “Okami” to the Wii, did an interview with IGN UK that was published earlier today, and I read something I was really dreading.
IGN: What new content appears in the game, compared to the PS2 version?
Didier Malenfant: The game on Wii is going to be an exact port of the PS2 version and I think that’s what fans of the franchise want to see. This game has such a huge following throughout the world that people would probably send us death-threats if we messed it up by trying to add things that don’t have their place in the Okami universe. Being huge fans of the franchise ourselves, we made sure that Capcom also wanted to stay true to the original before signing on to do this.
Just what I didn’t want to hear, but not for the reason you may think. I wasn’t hoping you would add content. I was hoping you would show the gaming industry something more gloriously progressive.
I was hoping you would be bold, that you would make the first video game port that cut content, that trimmed the fat.
See, I completed “Okami” on the PS2, and I have a few suggested cuts.
You do agree with me that games are really long, right? And that they often have a lot of time-filler. And you must know that many of those critics who went ga-ga over “Okami” gave the game a pass, even though the game has one of the worst openings of any title published in the last five years. (Does anyone want to try to convince me that requiring the player to repeatedly tap a button to propel a 15-minute opening series of subtitled cut-scenes is a good thing?)
You must know that many people who played the game thought it was over when, technically they were only halfway through it. I’ve spoken to a few players who feel that way.
You certainly have to realize that making the player fight the same, extremely resilient several-headed snake boss three times in the game causes the fun of the game to plummet? (I have graphical proof of this).
You’ve also got to admit that at some point in the development process, the need to collect money, flowers for shrines, brush moves, ghost-assassination lists, food to feed other animals, demon fangs, treasures, sun fragments and other items got… a little out of hand? There’s even a collectible item that you need to warp from one spot of the game’s massive world to the other. How about you cut that? Let players warp at the warping pools for free. Come on.
“Okami,” lovely as it is, was loaded with busy-work. So Capcom and Ready At Dawn, now’s your chance to step up. Don’t give us bonus levels for the Wii version. Give us bonus cuts. Make like Ameratsu’s paint brush and chop that thing down:
- Make that intro shorter; or at least auto-scroll the text
- Cut at least one Orochi battle
- Replace in-game currency with a natural progression of skills for the player to gain or find some other way to remove some of the game’s collectibles
This is a new era, game developers. Now’s the chance. Take out the pruning shears. Show people that the best way to honor a classic game is to remove the old game’s warts, blemishes and unsightly extra growths.
Sincerely,
Stephen Totilo
Editor, MTV Multiplayer











