Monolith has released quite a few role playing titles lately such as
Septerra Core, Rage of Mages II, and now Odium. While Odium's point of
view is similar to the narrative
view used in most role playing titles, the feel of Odium is very
different from most. In the traditional sense it's role-playing, but the
different battle system, as well as the somewhat
linear storyline almost allow a person to classify it as an adventure
title. While gameplay certainly counts for a lot, some of the credit has
to go to the fact that Odium is different, in a
good way.
The story follows a small town in Europe, which has fallen prey to
unspeakable horrors. The small team of people that the story builds
around, has been ordered to enter the town and
find out what happened to the original team that was sent in. The new
team consists of three operatives which each hail from different parts
of the world. While the worldy feel of the team is appreciated, the
accents used are way too heavy. This exaggerated speech can really grate
on the nerves
every time a team member gets excited or agitated.
The characters themselves each have personalities that show certain
strengths and weaknesses. Although these characteristics do little to
affect the actual gameplay,
they keep the characters from seeming shallow and replaceable. Each
character is represented on screen by a real-time rendered character,
that with the aid of 3D acceleration, looks
pretty snazzy. All of the monsters in Odium are also presented in this
manner. By using this method the monsters as well as our heroes are
given a much more real set of movements.
The game begins as the small team floats into town in their little boat.
Arriving at the docks they are instantly attacked my a monstrosity that
none of them are able to identify.
These monsters have seemingly overrun the town. Now the team must not
only find the first group, but keep themselves alive in the process.
Along the way the team meets up with locals and
uncovers clues as to why this even occurred.
The first taste of battle is actually very easy. The team encounters a
few of the smaller monsters and simply has to kill them. The battle
system is made up of a series of movement/attack
range restrictions which seem to be based on a grid that is placed over
the battlefield. Players get a certain amount of movement/attack points
during each turn for each character.
Certain areas of monsters are more vulnerable than others, and they are
also affected differently depending on range. Monsters are also more
vulnerable to certain weapons and
methods of attack.
This wide set of variables is what makes the battle situations in Odium
really interesting. While the accelerated graphics are impressive for
the most part, don't let it fool you into
thinking Odium is just a point and click shootfest. A lot of real
honest-to-goodness strategy is required in downing the enemy with
limited ammo in whatever the current
situation may be. Not often do battles in RPG titles also depend on the
battlefield as much as the players team. This is another area where
Odium differs; some battles include options
to use the environment around the player to aid them. For example in one
area of Odium, a player can either fight it out with a huge monster, or
lure it near an explosive barrel and
shoot the barrel causing an explosion which has a devastating effect.
The team can find bandages, ammo, keys/keycards, clues, and new weapons
along the way. The variety of weapons in Odium is also very functional.
Sure, they could have added a lot
of weapons which may look and act different in the physical sense, but
really had no impact on the gameplay. Odium's weapons are nothing like
that, each one has its own set of
strengths and weaknesses. For example the flamethrower may work wonders
against monsters located near the port, but against some of the fire
resistant enemies, it does little good.
So what we have here in each battle is a list of variables that are
simple, but great in number. When promised strategy by Odium, I never
thought it would deliver so much on so many
levels, and actually keep it fun. Sure, the stat-addicts can sit and
count the numbers and tweak the team, but the option to take a less
number intensive role in the game is certainly
available. This makes the game ultimately more fun for a lot more
people.
Although the difficulty does seem to rise with the amount of time spent
in the game, the AI can still be a little too cruel sometimes. During
battles with monsters, other monsters can
show up on the scene and cause more trouble. With the limited ammo and
the ever present limitation of health, the enemy doesn't really need
that much more help. Battles are
somewhat frequent and sometimes it just feels like the deck is stacked
against you. These types of situations are a little too tough, and
actually happen a little during the first hours of
the game, and this can certainly be discouraging.
Point 'n Click is how things get done in Odium. Keyboard controls are
almost non-existant. All the menus that are used are laid out in a
simple fashion. The separate inventory
screen can be a little confusing at first since it is hard to actually
tell when you have used or equipped an item. Swapping items can also be
a little difficult at first.
For the most part the sound is used to the right extent. While the
voices do really seem pretty bad, the rest of the effects used, even the
music, are done well. The music is moody and
eerie during the adventure portions of Odium, later on it naturally
changes tempo for battle. Weapon effects and the groans that originate
from the monsters are all kept under
control. Gunshots sound like gunshots, and different guns each have
different sounds. This level of control was utilized for the simple
sound effects, so I don't see why the
exaggerated voices were present
Odium certainly gives a very good dose of heavy strategy, yet the
development team has managed to also give a solid control scheme, a very
nice presentation, and most importantly
something different and fun. While this is certainly not one of the
biggest titles to come out for the PC in late 1999, it probably deserves
some mention for making "complicated" strategy
fun.
-- Ryan Thompson