Explains Svensson: "The first drop of assets we got from Japan were incomplete. Very incomplete. So we had to ping the powers that be to go prodding through old hard drives and old computers to see if the assets could be located anywhere. We got a second asset drop, which got us most of the missing stuff back, but there were still a few bits missing. The Ready at Dawn team really kept trudging ahead even when stuff was missing. Even after the second asset drop, they still had to create stuff from scratch." Clover Studio also developed Okami very specifically for PS2, streamlining code to take advantage of the system's capabilities. Wii, of course, was an altogether different beast requiring a very different approach. Even as
Capcom officially announced to the delight of fans that a Wii version of Okami was underway, these issues persisted behind the scenes. "There was some PS2-specific code that had to be rewritten and optimized for the Wii and part of the reason we didn't show it until we started showing it was because, if we showed it in a form that was anything less than near-perfect, people were going to freak out," said Svensson. "Earlier in development, because Ready at Dawn had redone a lot of the code as general C code, the game was running in very un-optimized form. As they did more and more optimizations, the framerate got higher and we were able to add 480p and widescreen."