Ōkami: Difference between revisions

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242 bytes added ,  8 June 2013
Finally tested the workaround: it works, but has caveats. Trimmed the description. Altered release dates for chronological order and the usual date format.
(General update. I need to do more with it though.)
(Finally tested the workaround: it works, but has caveats. Trimmed the description. Altered release dates for chronological order and the usual date format.)
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|developer    = Clover Studio, Ready at Dawn
|developer    = Clover Studio, Ready at Dawn
|publisher    = Capcom
|publisher    = Capcom
|released      = {{vgrelease|NA=15 April 2008|AUS=12 June 2008|EU=13 June 2008|JP=15 October 2009}}
|released      = {{vgrelease|NA=April 15, 2008|AUS=June 12, 2008}}{{vgrelease|EU=June 13, 2008}}{{vgrelease|JP=October 15, 2009}}
|genre        = Action-adventure
|genre        = Action-adventure
|modes        = Single-player
|modes        = Single-player
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}}
}}


'''''Ōkami'''''​ is an action-adventure video game developed by Clover Studio and published by Capcom.  It was released for Sony's PlayStation 2 video game console in 2006 in Japan and North America, and 2007 in Europe and Australia.  Despite the closure of Clover Studio a few months after the game's initial release, a version for Nintendo's [[Wii]] console was developed and produced by Ready at Dawn and Capcom, which was released in North America in April 2008, in Europe in June 2008, and in Japan in October 2009.
'''''Ōkami'''''​ is an action-adventure video game developed by Clover Studio and published by Capcom.  It was released for Sony's PlayStation 2 video game console in 2006 in Japan and North America, and 2007 in Europe and Australia.  Despite the closure of Clover Studio a few months after the game's initial release, a version for Nintendo's [[Wii]] console was prepared by Ready at Dawn and published by Capcom in 2008.


Set sometime in classical Japanese history, Ōkami combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles.
Set sometime in classical Japanese history, Ōkami combines several Japanese myths, legends and folklore to tell the story of how the land was saved from darkness by the Shinto sun goddess, named Amaterasu, who took the form of a white wolf. It features a distinct sumi-e-inspired cel-shaded visual style and the Celestial Brush, a gesture-system to perform miracles.


Although it suffered from poor sales, Ōkami earned high acclaim from reviewers and earned, among other awards, the title of IGN's 2006 Game of the Year. The Wii version has earned similar praise though the motion control scheme has received mixed reviews from both critics and gamers. A sequel ''Ōkamiden: Chiisaki Taiyō'' has been announced by Capcom for release in 2010 on the Nintendo DS.
Although it suffered from poor sales, Ōkami earned high acclaim from reviewers and earned, among other awards, the title of IGN's 2006 Game of the Year. The Wii version has earned similar praise though the motion control scheme has received mixed reviews from both critics and gamers.


== Problems ==
== Problems ==
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=== Frame Buffer Effect ===
=== Frame Buffer Effect ===
<!--Please remember when editing this section that it requires high resolution monitors to really see this effect-->
As part of it's sumi-e style, Ōkami uses some sort of frame buffer effect to add contrast and glows to the image. Unfortunately it doesn't scale with Scaled EFB Copy and looks increasingly worse the higher the resolution becomes, creating pixelated ghosting and a blurred look. There is no known solution. See {{issue|4317}}.
As part of it's sumi-e style, Ōkami uses some sort of frame buffer effect to add contrast and flatten the image. Unfortunately it doesn't scale with Scaled EFB and looks increasingly worse the higher the resolution becomes, creating pixelated ghosting and a blurred look. There is no known solution. See {{issue|4317}}.
*If you change EFB Copies from Ram to Texture while the game is running, the EFB effect will "stick" to the screen, staying in place even as the game underneath it moves about. Combined with freelook, this forms a workaround for the problem. To perform the workaround, turn on '''Free Look''' in Graphics -> Advanced, set '''EFB Copies''' to '''Ram''', and load the game. While it is running, use the '''right mouse button''' to aim the view at an object that does not have the effect, usually the ground, and then zoom in with '''Shift-W''' as far as you can. Then switch '''EFB Copies''' from '''Ram''' to '''Texture''', return to the game, and press '''Shift-R''' to reset the camera. The frame buffer effect will be gone. However the game was designed for this effect, so by removing it the game will have far less contrast than it should and will lose several glow effects. Use what you prefer.
*The only known workaround is to go back and forth between EFB to Ram and EFB to Texture or disable EFB Copies while the game is running. This will "stick" the effect, and allowed you to move around away from it. However the effect is still there, just frozen, so it has artifacts. Furthermore it is darker and lacks contrast: it is not how the game was meant to look.  
{{image|Okami EFB effect with DX9 on r7626.jpg|Fuzzing/ghosting EFB effect on 1080p resolution|br}}
{{image|Okami EFB effect with DX9 on r7626.jpg|Fuzzing/ghosting EFB effect on 1080p resolution|br}}


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