Wackiness is hard work. Anybody can come up with a random quip that makes his friends laugh, but true silliness requires almost managerial skill. Humor is an art of incongruities; a good humorist must know them intimately, and fit them together like puzzle pieces or cogs in a machine. Okage: Shadow King is an offbeat game in both senses of the word. While the game can be funny and intriguing, it's often unable to keep up with its own momentum.

Things start out silly enough. Ari is a boy whose shadow has been possessed by a very un-scary demon. Evil King Stanley Hihat Trinidad XIV—Stan to his friends and pawns—has his own butler and a vendetta against all the fake Evil Kings trying to mooch off his badness. He and Ari are going to teach these phonies a lesson.

It only gets weirder from there. Stan and Ari fight chickens, Loser Crocodiles, and a Teen Idol Evil King who is, in fact, a woman. They meet people who love gears so much that they want to kiss and hug them. And they make friends with a woman who carries a pink parasol at all times, even indoors. Those who like their role-playing games (RPGs) filled with Euripidean gravitas need not apply.

Irreverent energy is apparent as soon as one starts playing Okage: Shadow King. Its characters seem made of glazed clay; the women look like bells, the men like oversized hatpins. Beauty and ugliness melt together into charm. Here's Tim Burton's Halloween Town in broad daylight.

Unfortunately, the energy that gives the game world an almost hallucinatory quality is sometimes overwhelming. Humor is a personal thing and, for me, Okage's jokes are so wild that they don't always hit their marks. Sure, Stan's insecure, narcissistic tantrums— "I'll smash you, slam you, and blow my nose on you!"—tickled me. I chuckled when Princess Marlene accuses a gossipmonger of telling "housewife lies." But the jabs at Rosalyn's butt size? They continued long after they stopped being funny.

The music, too, suffers from the game's boundless frenzy. Many game soundtracks are too bland, too blended into the background to be noticed. Okage: Shadow King has plenty of unique tunes (eg. the "hunga hunga" chant in a couple of dungeons) but some stuck out so much that they were distracting. Trumpets and ding-dong bells didn't quite jive for me. The music was sometimes a little too strange.

Okage's experience-point system is also a little strange. What's even stranger is that its own manual explains that system incorrectly. The manual says, "The EP [experience points] needed to increase a character's LV [level] increases as their LV increases." That's how most RPGs work. But in Okage: Shadow King, the experience points needed for growth are fixed at 1000, regardless of level. As characters get stronger, monsters they've killed in the past lose their experience-point worth. The Perky Frogs worth 1000 points at level one will be worth five points at level 50. I don't know why the manual says differently. But I do know that I was halfway through the game before I could make sense of leveling up, and I had to look at an online FAQ to do it.

But we don't play RPGs for pretty pictures or jokes or music, or even for clear explanations of how to level up. What about Okage's gameplay? Therein likes my most serious complaint. Like other turn-based RPGs, players wait their turn to attack monsters. In Okage: Shadow King they can even gang up on enemies by instructing a character to wait and combine his or her attack with the next fighter(s) in line. This is a solid battle system, decent in and of itself. But why must enemies stop in mid-air while players issue battle commands? Perhaps the developers wanted to create the illusion of fighting in real time; monsters holding swords over their heads seem more dramatic that way. Still, such freeze-framing interrupts the flow of battle. I often had a hard time telling whose turn was when. It's like the game is out of step with itself.

That's Okage: Shadow King's biggest problem: its parts all march to different drummers, ruining any chance of harmony. The game does a lot of things well. It infuses the age-old battle between good and evil with refreshing shades of gray. It's funny, sometimes. Its fighting system is almost entirely solid. But, like the enemies frozen in space when Ari and his friends are forming a battle plan, all these things are somehow out of sync. And since Okage's pieces never really worked together, I never could immerse myself in its world.

Maybe I'm being too hard on Okage: Shadow King. It's an offbeat title not meant for everyone. Still, I've seen offbeat titles done better. Their gameplay was unlike any that came before, and it followed a comfortable rhythm. Okage: Shadow King has its charm. But it is, ironically, too off-kilter for me to consider it a cult classic. Rating: 6 out of 10

Tera Kirk

Tera Kirk

Tera Kirk grew up in a small Nebraska town called Papillion. Although she has a nonverbal learning disability that affects her visual-spatial skills (among other things), she's always loved video games. Her first game system was a Commodore Vic-20, which her mom bought at a garage sale for $20. With this little computer Tera learned to write Mad Libs in BASIC, to play chess and to steal gold from Fort Knox.

But then a friend introduced her to the seedy underworld of the Mario brothers and she spent her saved-up birthday and Christmas money to buy a Nintendo Entertainment System (NES). Her mom didn't like the Nintendo at first, but The Legend of Zelda changed her mind. (When Tera got Zelda II: The Adventure of Link one Christmas, she suspected it was as much for her mother as for her).

Though she graduated from Agnes Scott College in 2002 and recently learned how to find the movie theater restroom by herself, Tera still loves video games. Far from being a brain-rotting waste of time, they've helped her practice spatial skills and discover new passions. Her love of games like Kid Icarus and The Battle of Olympus led to a degree in Classical Languages and Literatures. She thinks games have a place in discussions on disability and other cultural issues, and is excited to work with the like-minded staff at GameCritics.com.
Tera Kirk

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