Excerpt: Sumioni stood out the second I saw it because it appeared to blend traditional action platforming with Okami’s sumi-e art style and the paint brush-related aspects of its gameplay. I initially had high hopes for it given its great beauty and seemingly can’t-miss gameplay blending. Unfortunately, the final product disappoints and winds up failing to live up to the game’s theoretical potential.
Excerpt: One of the problems with developing games for a small touch screen is the obfuscation of the screen during interaction. Our dexterous, fat fingers are best suited for action around the periphery of the screen, and throwing them into the mix on the center of the screen turns into a balancing act between receiving input and delivering output. The iPad’s 9.5 x 7.5 inch screen divides screen activities well. The PlayStation Vita’s 5 inch OLED screen, so far, has not.
Pros: Interactive Japanese Watercolor, Touch Screen Platforms
Cons: Repeated Levels Are Repeated, Unclear Guidance, Lame Folklore
Excerpt: Sumioni: Demon Arts had me intrigued at first. Without knowing what the game really is, I expected it to be similar to the Wii game, Muramasa: Demon Blade. And why not, they both have a similar setting, and both have the word demon in the name! Alright, I admit that last reason was a stretch, but honestly, can you blame me? What I got, however, was something completely different.
Excerpt: Sumioni is, if nothing else, absurdly beautiful. People will be quick to compare it to games like Okami , a comparison that isn't without merit. But while Okami was comparable to post- Ocarina Zelda titles, Sumioni feels more like The Adventure of Link , for better or for worse. For me, it was better. The Adventure of Link was always my favorite title in the series, despite it being the black sheep.
Conclusion: Sumioni: Demon Arts is a beautiful looking game which can be enjoyed in short burst when you don’t have much time on your hands. If you didn’t look at creating various save files in order to see all six endings, you will find yourself playing through the game from the beginning several times, which will get very repetitive and tiresome. With a starting price point of $19.99 ($20), the likelihood of someone picking up this title for something a bit different is greater.
Excerpt: Ink as a weapon. Only through divine intervention could a tool for creative expression be used in acts of aggression. In Sumioni: Demon Arts--through the blessing of the gods--you paint destruction with the flick of your fingertips. Fire erupts and allies are summoned as you call forth the power of a higher being. And you feel this power coursing through you.
Pros: Novel use of ink abilities, Responsive controls, Performance-based progression demands efficient play
Cons: Dearth of new moves and concepts, Tedious storytelling
Excerpt: Sumioni stood out the second I saw it because it appeared to blend traditional action platforming with Okami's sumi-e art style and the paint brush-related aspects of its gameplay. I initially had high hopes for it given its great beauty and seemingly can't-miss gameplay blending. Unfortunately, the final product disappoints and winds up failing to live up to the game's theoretical potential.
Conclusion: Unfortunately, Sumioni: Demon Arts is a mixed bag. On one hand, you have a beautiful game with a clever premise; on the other, you have an extremely limiting level progression system leading to more headaches than victories. Combining that with a limited arsenal and level grinding gives you a game that misses the mark. Underneath the bottlenecks and frustrations, there is the potential for a great game, but it just can’t seem to get out from under its burdens.