Was it difficult maintaining the games art style on a different hardware platform?
The rendering hardware is completely different, so we spent a lot of time trying to match all the filters that Clover had developed in order to achieve the look of the game. There were a couple of areas where we did not match it exactly, one with the ‘paper look’ of the game which is a little less pronounced on the Wii. But on the other hand, the game’s visuals have much more color depth than on the PS2, because of the Wii’s hardware. It was a balancing act all the way. So many people have said that Okami is perfect for the Wii, and that it will improve upon the PS2 version. That’s something of a backhanded compliment, but we’d like to know how it — or if it — affected the porting process. We think the game is perfect for the Wii. It’s so hard to go back to the analog stick version once you have played the game using the Wiimote. Everything flows so much better, and the minigames are a lot of fun using the Wii’s controls. It’s something you have to experience but it makes a huge diff