Christian Svensson, Capcom's VP of Strategic Planning and Business Development, posted on the Capcom blog about the process by which a PS2 non-starter ended up being earmarked for a high-profile Wii port. Really, it makes total sense to people like us, but on the face of it, porting a poor-selling game like Okami is kind of strange business.
But as Svensson tells it, the Okami Wii port is born almost entirely out of fan demand. After seeing the outcry for a Wii version (before, during, and after the original game's release), Svensson started discussing the idea with Capcom in Japan. They realized that a release of the game on a system that was not at the end of its lifecycle may do better, and decided it may be a good move to give Clover's adventure another shot.
We love getting to look behind the curtain a bit at the inner workings of game companies. The post actually goes into a bit of detail about dealing with Ready at Dawn and the state of Okami's code.
How Okami got to the Wii
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