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	<title>Comments on: Daryl Allison, Sr. Producer, Talks Okami Wii</title>
	<link>http://blog.capcom.com/archives/908</link>
	<description>All sorts of goodness from Capcom Entertainment, Inc.</description>
	<pubDate>Sun, 12 Oct 2008 06:11:08 +0000</pubDate>
	<generator>http://wordpress.org/?v=2.2.3</generator>

	<item>
		<title>By: AtomixIGN</title>
		<link>http://blog.capcom.com/archives/908#comment-4365</link>
		<dc:creator>AtomixIGN</dc:creator>
		<pubDate>Sun, 24 Feb 2008 15:12:26 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4365</guid>
		<description>A Lot of Okami fans and Wii owners in general are not HUGE on waggle for attack, but with A assigned to jump and B to the celestial brush...  Are you considering alternative control schemes? I have two thoughts.

Assign jump from A to Z, Action from Z to C and Dig to Waggle.

Or

Assign the Brush from B to Z.  Action from Z to C.  Dig to Waggle.  And Use B to attack.  B attack and A jump worked wonderfully on Metroid Prime and other games.


I like the "idea" of the special attack method of the control scheme. If it works well that would be neat.</description>
		<content:encoded><![CDATA[<p>A Lot of Okami fans and Wii owners in general are not HUGE on waggle for attack, but with A assigned to jump and B to the celestial brush&#8230;  Are you considering alternative control schemes? I have two thoughts.</p>
<p>Assign jump from A to Z, Action from Z to C and Dig to Waggle.</p>
<p>Or</p>
<p>Assign the Brush from B to Z.  Action from Z to C.  Dig to Waggle.  And Use B to attack.  B attack and A jump worked wonderfully on Metroid Prime and other games.</p>
<p>I like the &#8220;idea&#8221; of the special attack method of the control scheme. If it works well that would be neat.</p>
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		<title>By: tivoli</title>
		<link>http://blog.capcom.com/archives/908#comment-4333</link>
		<dc:creator>tivoli</dc:creator>
		<pubDate>Wed, 20 Feb 2008 04:57:40 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4333</guid>
		<description>Besides the text skip option, has RAD put in any other small "preference"-like additions? I would guess that the controls (well, buttons at least) wouldn't be remappable.

Is the March release still expected?

Oh, and is Mr. Allison at the liberty to mention any of the other projects he's overseeing? :D

Thanks for the article, I look forward to the next one!</description>
		<content:encoded><![CDATA[<p>Besides the text skip option, has RAD put in any other small &#8220;preference&#8221;-like additions? I would guess that the controls (well, buttons at least) wouldn&#8217;t be remappable.</p>
<p>Is the March release still expected?</p>
<p>Oh, and is Mr. Allison at the liberty to mention any of the other projects he&#8217;s overseeing? <img src='http://blog.capcom.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>Thanks for the article, I look forward to the next one!</p>
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		<title>By: resident_wii</title>
		<link>http://blog.capcom.com/archives/908#comment-4300</link>
		<dc:creator>resident_wii</dc:creator>
		<pubDate>Sun, 17 Feb 2008 15:56:47 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4300</guid>
		<description>Okami is a game which is graphically inspired by Japaneses culture and in particular the sumi-e style of painting. I love interesting graphical styles which try to do something different, so this is right up my street. 

My question is, if you could make a game that was influenced by an art style, movement or artist what would it be?</description>
		<content:encoded><![CDATA[<p>Okami is a game which is graphically inspired by Japaneses culture and in particular the sumi-e style of painting. I love interesting graphical styles which try to do something different, so this is right up my street. </p>
<p>My question is, if you could make a game that was influenced by an art style, movement or artist what would it be?</p>
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		<title>By: AtomixIGN</title>
		<link>http://blog.capcom.com/archives/908#comment-4288</link>
		<dc:creator>AtomixIGN</dc:creator>
		<pubDate>Sat, 16 Feb 2008 02:10:43 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4288</guid>
		<description>1. Was BlackSite: Area 51 a positive experience for you?  Did you learn more "do's" or "do not's" working on that project?

2. Was the decision not to incorporate/utilize the paper texture in Okami Wii?  Was it not working well or at all?    I know the pics I have seen are from an unfinished version but I really hope putting that texture filter back in or making an entirely new one is at the top of your list.  The game looks great without it.  Very sharp and wind Waker esq.  But it doesn't look as dreamy without that filter and the ambient blood that permeated the PS2 version.

3. Is Capcom planning on putting stickers like "2006 Game of the Year" and "most innovative design" on the cellophane to help move titles?

4. Would you like to work with Ready at Dawn on a new Wii game?  RAD is quoted a saying 

"As game players we all love the Wii at Ready At Dawn Studios so it's great to get a taste for what it's capable of with Okami, which we're also huge fans of to begin with. We have no plans for another Wii game at this point but never say never, who knows what the future holds."

Do you think there could eventually be a "New" IP or an original game developed by RAD for Capcom on the Wii in the vein of either Okami, Daxter, or God of War: Chains of Olympus any time in the near future?


5. Do you think RAD could do even more on the Wii if they were using their native engine? Also how awesome of a name is Didier Malenfant?</description>
		<content:encoded><![CDATA[<p>1. Was BlackSite: Area 51 a positive experience for you?  Did you learn more &#8220;do&#8217;s&#8221; or &#8220;do not&#8217;s&#8221; working on that project?</p>
<p>2. Was the decision not to incorporate/utilize the paper texture in Okami Wii?  Was it not working well or at all?    I know the pics I have seen are from an unfinished version but I really hope putting that texture filter back in or making an entirely new one is at the top of your list.  The game looks great without it.  Very sharp and wind Waker esq.  But it doesn&#8217;t look as dreamy without that filter and the ambient blood that permeated the PS2 version.</p>
<p>3. Is Capcom planning on putting stickers like &#8220;2006 Game of the Year&#8221; and &#8220;most innovative design&#8221; on the cellophane to help move titles?</p>
<p>4. Would you like to work with Ready at Dawn on a new Wii game?  RAD is quoted a saying </p>
<p>&#8220;As game players we all love the Wii at Ready At Dawn Studios so it&#8217;s great to get a taste for what it&#8217;s capable of with Okami, which we&#8217;re also huge fans of to begin with. We have no plans for another Wii game at this point but never say never, who knows what the future holds.&#8221;</p>
<p>Do you think there could eventually be a &#8220;New&#8221; IP or an original game developed by RAD for Capcom on the Wii in the vein of either Okami, Daxter, or God of War: Chains of Olympus any time in the near future?</p>
<p>5. Do you think RAD could do even more on the Wii if they were using their native engine? Also how awesome of a name is Didier Malenfant?</p>
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		<title>By: RavenWorks</title>
		<link>http://blog.capcom.com/archives/908#comment-4286</link>
		<dc:creator>RavenWorks</dc:creator>
		<pubDate>Sat, 16 Feb 2008 00:21:08 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4286</guid>
		<description>In some of the promotional videos included in the PS2 version of Okami, the prototype builds of the game had much higher-quality audio samples for the 'jabber' speech sounds. It sounds like in the final version of the game, it had to be dropped down to something like 11 KHz, possibly due to RAM constraints? Is there any hope that the Wii version is going to have the full-quality "speech" sounds?</description>
		<content:encoded><![CDATA[<p>In some of the promotional videos included in the PS2 version of Okami, the prototype builds of the game had much higher-quality audio samples for the &#8216;jabber&#8217; speech sounds. It sounds like in the final version of the game, it had to be dropped down to something like 11 KHz, possibly due to RAM constraints? Is there any hope that the Wii version is going to have the full-quality &#8220;speech&#8221; sounds?</p>
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		<title>By: RavenWorks</title>
		<link>http://blog.capcom.com/archives/908#comment-4284</link>
		<dc:creator>RavenWorks</dc:creator>
		<pubDate>Sat, 16 Feb 2008 00:18:28 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4284</guid>
		<description>Does this mean the art book will finally be released in english?</description>
		<content:encoded><![CDATA[<p>Does this mean the art book will finally be released in english?</p>
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	<item>
		<title>By: Dubindoh</title>
		<link>http://blog.capcom.com/archives/908#comment-4270</link>
		<dc:creator>Dubindoh</dc:creator>
		<pubDate>Thu, 14 Feb 2008 22:47:24 +0000</pubDate>
		<guid>http://blog.capcom.com/archives/908#comment-4270</guid>
		<description>Hello Daryl Allison,
you mentioned that "The Celestial Brush and the Wii Remote were made for each other", but are you relying solely on this aspect to sell Okami Wii for new players and for those who already played the PS2 version?
Also, is the official title just "Okami", or will it have something similar to "RE4 'Wii Edition'"?
Thanks for your time.</description>
		<content:encoded><![CDATA[<p>Hello Daryl Allison,<br />
you mentioned that &#8220;The Celestial Brush and the Wii Remote were made for each other&#8221;, but are you relying solely on this aspect to sell Okami Wii for new players and for those who already played the PS2 version?<br />
Also, is the official title just &#8220;Okami&#8221;, or will it have something similar to &#8220;RE4 &#8216;Wii Edition&#8217;&#8221;?<br />
Thanks for your time.</p>
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