That's interesting. I've only played the Wii version but I don't recall anybody saying anything was missing at the time. In fact, using the Wiimote to do the paint strokes was hailed as an improvement (having not played the original, I can't even envisage how doing the strokes with an analogue stick would work)
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Not sure how much, but there was stuff missing.
For example the filter that makes everything kinda blurry and dream-like, and a whole ending sequence video with a song, artworks and animations.
Worst part is that video was not removed for a lack of time or anything, but just because it included credits and a logo from studio Clover. You know, the people who made the game to begin with.
Oh, that sucks. Surely they could have added the Wii-specific credits afterwards and kept the original video. I've seen that sort of thing done many times.
That would have been a correct way to do this, yeah. I've seen it done like that too, for example Mario Kart 8 Deluxe and Hyrule Warriors Definitive Edition has both port and original teams in credits.
Going so far as removing a cool little ending song just because the video clip happened to reference the old studio is petty.
Nintendo has a bad track record on this though, the recent Donkey Kong release has this issue.
I think I've heard about this, yeah. That sucks. It could be as simple as one or two splash screens with the original studio in credits, and it'd be okay really.
As nice as it was to make the brush strokes with the wiimote, there were some glaring gameplay issues with the Wii version. The biggest was definitely basic attacks. You attacked by jiggling the wiimote, but the damn thing was so finicky that only 1 of the 3 weapon types could be used reliably. The recognition of brush strokes was also extremely difficult. You couldn't do slow strokes, and it was really bad at recognizing complex patterns. It wasn't so much a problem when just doing simple strokes in the early game, but some of the more advanced ones were downright impossible.
I played the Wii and the HD. Both many times, but I couldn't tell you the difference other than the controls. Not sure if that says more about me, or the game...
he expressed dissatisfaction with the Wii port, referring to it as not being 'original.'
Assuming we aren't missing some nuisance in the translation I don't think I agree with this interpretation. The "port" is not the "original", that's just a statement of fact. No dissatisfaction is implied.
As for the recommendation to play the port that runs on modern hardware, well yeah most people don't have the hardware to play the pre-HD versions at their best.
well yeah most people don’t have the hardware to play the pre-HD versions at their best
Maybe you mean an actual PS2, but IME using emu w/higher internal res on a non-stellar computer was a pretty good experience.
Meanwhile the HD version is data bloated (likely because everything is uncompressed for no reason, or multiple resolutions of FMVs including 4K) so the download would be painful for me. And really with Okami's aesthetic especially, I don't think HD is necessary (again, beyond just higher internal res and whatever other enhancements based on preference).
I think it would've been better to change the FMVs into in-engine if viable, I assume the ones that were pre-rendered was just a hardware limitation if not just some production thing.