Okami is an action platformer that was first released on the GameCube. subsequently it has be released for more modern hardware, including steam. The most apparently appeal of Okami is with it’s art style, which consists of a very painterly Japanese style. The use of color, historical context, and themed narrative progression helps Okami “…challenge ideas, beliefs, and social expectations and subsequently transform them in their work.” (Flanagan 3) Contemporary views regarding a typical characterization of characters within the narrative are regularly developed to show their non-conformity to narrative norms.
We can most readily see these norms broken from the very beginning. Protagonists (players) in most games are often intended to be an everyman, relatable, individual that the player can self insert for ease of immersion during play (without breaking contextual flow). Immediately this is dismissed as the player plays as a non-humanoid deity that is silent for the duration of the game. We further see this with a strong emphasis on our hero being juxtaposed with a secondary protagonist. this dynamic results in two active forces that, narratively, directly influence each other, causing a dichotomy of accreditation for work rendered. couple this with a zero to hero story paralleled with a deity embarking on a quest of biblical scale; and, you have a game that certainly challenges some narrative norms.
I., Flanagan, Mary (sherman Fairchild Distinguished Professor. Critical Play — Radical Game Design. Mit Press Ltd, 2013.