On the “too long” argument, I think people inherently misunderstand the structure of Okami. The game is split up into a series of very self-contained stories. Okami encompasses a love-letter to traditional Japanese story-telling and culture. Every arc, character, theme, audio and visual design takes ideas directly from the stories and culture at the heart of the Shinto religion.
The gameplay structure and length of Okami is a translation of the story-telling style of the Shinto relgion’s tales of the Gods. Each tale is akin to a self-contained short story which Okami translates to very distinct Arcs. The events of the Gods are meant to teach the characters within (and thus the audience) specific lessons about the world and society. At the start of each new one, the Gods are changed anew but still incomplete in understanding from which a new obstacle poses a threat to their lack of virtue. Each arc as a definite end where the world is altered forever, but there’s always another place that the deity hasn’t visited to bless and learn from.
When you play Okami, it’s not intended to be played as one single story, but instead a series of stories about Amaterasu’s life improvement to return to the place of a deity. While Okami does eventually subvert this narrative separation with returning characters and events, even these are still clearly differentiated stories.
It’s not one long game so much as it is a collection of all the bed-time stories your parent might read to you as a child.
I wonder if the success of Nier Automata’s multiple-story structure will help people play Okami like chapters in a book to feel fulfilment through each arc, rather than one whole game to consume. Similarly, I wonder had Okami used a design conceit like Metal Gear Solid V: The Phantom Pain’s frequent Credit breaks, people would have found it easier to play through in steps.