I thought I'd like Okami, as on paper it's precisely the kind of game I enjoy --- right now I'm replaying _Wind Waker_, for example --- but found it a severe disappointment.
This was on the Wii, so it's entirely possible that this is all just a platform quirk, but I found it very unreliable at detecting gestures. There's one 'minigame' where you have to draw Blossom spells (a circle) over flowers on a tree. About 1/5 of the time it was read as Sun instead (also a circle). There are about 40 of the damn things you have to do, you have to get them all right, and if you get one wrong you restart from the beginning. You can't skip it and you can't even cancel to let you give up and go and do something else instead. It took me hours. Not fun.
Then there's the way it handles savepoints. I'm used to Zelda games, which are pretty forgiving when it comes to death, simply placing you back at the beginning of the current sequence (usually a room) with a health penalty. Okami has old-school death. You die, you reload at the last savepoint. This means that when doing anything tricky --- boss fights, platforming over bottomless pits, etc --- you can easily lose a big chunk of your game time.
They don't even put the savepoints anywhere useful: at one point in the early game there's a five-minute unskippable cutscene followed by a fairly tough boss fight. I saw that cutscene about six times. Did I mention it's unskippable? It's unskippable.
The point where I finally gave up was when I ran into a tricky miniboss in a dungeon, *just* managed to defeat it after great efforts, turned a corner and was then attacked by two of them. After reloading I found that the last savepoint was at the beginning of the dungeon and I had to do the whole thing again (miniboss included).
Which is a damn shame, as even on the Wii it looks fabulous --- the way your character moves is fluid and a joy to look at, and simply running round the overworld is an absolute blast. But I just don't have time for Nintendo hard any more.