HomeReviewsGame ReviewsOmegaBot Review: Robotic Corruption in Pixel Art

OmegaBot Review: Robotic Corruption in Pixel Art

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OmegaBot is an action platform without infamy and without praise, with some interesting gimmicks but an inattentive eye to variety: here is our response.

OmegaBot Review: Robotic Corruption in Pixel Art

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OmegaBot is the first work of the indie developer Simon Carny: a small two-dimensional action platform (you get to the end credits in about three hours) that mainly calls for jumping and shooting (speaking of first works, here the review of Song of Iron). Yet it’s not a trivial experience, because controls, level design, enemy placement, arsenal and, more generally, every constituent element of the gameplay, are all well packaged.

At the same time, however, the production shows obvious limitationsmainly in the way it fails to raise the level and variety of the action as the stages are addressed, but also in the technical field, between purely aesthetic issues and other purely functional ones.

Robotic corruption

The story of OmegaBot it is that of a world devastated by a terrible power. One day, a mysterious corruption has transformed its inhabitants into machines, and even the few survivors, initially taking refuge across the sea, have fallen prey to it in an attempt to eradicate it. Ironic that just a small robot, built with the intention of fighting this evil, is now entrusted with the salvation of these lands.

This is what a short (and only) animated introduction tells, with the narration he prefers to entrust to short and impromptu dialogues the progression of a plot that, even after the adventure, remains rather cryptic: who unleashed the corruption? Who built the OmegaBot protagonist of the game? A couple of clues in this regard are perhaps present and by indulging in some deductions it is possible to reconstruct the story, but certainly it is not this weak and sketchy plot that constitutes the spearhead of the experience.

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Instead, it intrigues the way in which settings, characters and events are proposed have darker colors than one might initially imagine: nothing truculent, mind you, but some tragic event is not lacking.

You jump, you shoot, but little bite

The first steps in this ruined world flow easily and it takes very little to become familiar with what the game system provides. The protagonist robot it’s not the pinnacle of agility: a certain heaviness in the movements makes the response to the commands not immediate and initially its jumping skills are not exactly exciting, but with practice you get used to controlling it. Also because – and this is the initial problem we ran into – the first two levels (there are six, of appreciable length) they offer no challengeat least as far as tighter platforming goes.

It is only from the third stage onwards that things get more challenging, with the level design coming to propose passages also quite tough but never arduous to the point of generating frustration. Regarding this component of the gameplay, therefore, the calibration of the difficulty level is not entirely spot on. Less ordinary and also more centered is the way in which the possibility of shooting is managed, which in fact is the only way to get rid of enemies and beyond. It can also be exploited in platforming, given that the recoil of the weapon allows you to rise above the normal jump range. The OmegaBot’s tools of death are powered by a battery, which ends with their use and reloads when not firing. Facing opponents, especially the toughest ones, is therefore a matter that goes beyond simply pouring bullets on them, also because when the battery runs out, not only is it no longer possible to shoot, but the OmegaBot it moves much slower, and is no longer able to escape the attackers’ attacks. He dies therefore much more because of the corrupted, not of the obstacles, especially if we think of the confrontations with the bosses.

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These are never particularly demanding challenges, yet the large health bar of these opponents is the fragility of the protagonist, who only need a few blows to perish, are elements that certainly exacerbate the tension in these situations, with a couple of out of place movements capable of leading to a defeat. These are probably the high points of the package, because the action is confirmed as stimulating and attractive. Of the action platform, in fact, it is only the second half of the adventure – which covers more or less the last two hours – that has proved to be well structured.

Here the playful recipe manages to shine more, after a not very effective dilution in the first hour of play. Without the arrival of particular flashes of level design or opportunities to infuse a little variety into the “jump and shoot” combination, the title is here able to offer a pleasant experience, albeit not a particularly exciting one.

Jammed gears

A technical system that looks good but suffers from various problems cannot be an added value. The general art direction is appreciable, vaguely retro, especially in its extremely saturated chromatisms, which give their best in the evocative backdrops and as regards the sprites of characters and enemies. However, the care necessary to raise the quality of the visual presentation even further is missing, and this is evident from the lack of detail of the settings, from the way in which the ancillary elements have practically no depth compared to the backdrops and from other similar issues, which make the overall impact a bit flat.

Unfortunately, the discourse regarding the soundtrack, which serves as a mere accompaniment, is not very different. Furthermore, in our test the last half hour of the game was plagued by bugs and technical hitches: unexplained slowdownsmore and more frequent with each death against the final boss, and the failure to obtain the trophies related to this specific section.

OmegaBotPlayStation 5 Analyzed VersionOmegaBot is a very basic action platform, certainly enjoyable, even in its brevity but without real distinctive elements. The mechanics linked to the shooting are not enough to characterize it, nor does a certainly appreciable level design enhance it enough, but which suffers from two important problems: the excessive simplicity in the first hour of play, the lack of gimmicks capable of varying the action in the subsequent .

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