It’s amazing how mesmerized I am by this game. Usually I lose interest in console games after only playing for a day or two, but Odin Sphere has kept me hooked for quite some time (though I’ve heard reports that other people have gotten tired of it after only a day…) I’m just starting Oswald’s campaign at the moment. Gwendolyn’s was by far the hardest, since I didn’t have a good feel of how to prioritize potion development, ingredient conservation, and fruit growing. Her limited flight capability in combination with her melee attack actually ended up being more of a liability since she can’t execute fast double-somersaults, which is crucial for flanking many of the slower bosses. Cornelius, on the other hand, was an ideal melee character, and his campaign was sooo much easier. His spinning attack was incredibly useful for bouncing off masses of projectiles that would otherwise be difficult to dodge, and his attack combos were fast, powerful, and decently ranged. Mercedes was definitely a unique experience, after having played two melee characters. The mechanics of her perma-flight ability, ranged attacks, and forced reload are well-balanced and meaningfully different than the other characters. I was perennially annoyed by her sluggish responses due to her floaty movement, but her awesome ranged attacks more than make up for it. I still haven’t been able to get her homing charge to work consistently though, for some reason. I must be doing something wrong.
I think part of the draw is that grinding in the traditional RPG sense is not required. Though the option exists to replay previous areas for loot and materials, it’s very viable to complete the campaigns without doing so if you’re competent in battle. An RPG where a skill matters… imagine that! Then of course, there’s the gorgeous artwork, attention to detail, sweeping cinematic score (by Hitoshi Sakimoto, who also did Ogre Battle, FFXII, and… Romeo X Juliet?), and five intertwined character stories. I especially like how the lore gradually unfolds and each successive campaign brings a new perspective and sheds new light on all the subplots. Loved the Japanese voice option; Atlus seems like the only company that actively includes this feature in their games.
The battle system at first glance is simplistic, but the fights are actually very challenging (without the blatant abuse of unlimited POW potions/Painkillers/Overload or Invis + Napalm) and have more depth than you might think. I was on the edge of my seat through all of Gwendolyn’s campaign due to the tendency for fights to consume more hp and materials than I would regain from clearing the area, due to the time-based rewards system. Luckily though, the difficulty scales well, as I have had an easier time with subsequent characters due to my improving battle skills. Keep in mind though, that the fights are more about positioning and strategy rather than complex quarter circle-forward/half-circle back/up/up/A+B button combinations. Figuring out enemy attack patterns naturally is important, as well as knowing when to run away. Luring the enemy to a more favorable battle position is critical to dealing with large waves of enemies.
Some folks complain about the item management aspect, but much of that is due to the natural packrat tendencies of RPG players. People just don’t like having limited inventory space, but I find that this is a minigame in itself. Making tradeoffs and deciding what items are more worthwhile to keep for the upcoming battles or for restaurant recipes is part of the fun, and in the end nothing goes to waste since every item can be consumed with alchemy to alter the potion base numbers. The inventory system could definitely be more automated (grouping by item type or whatnot instead of literal item placement) though, similar to the Seiken Densetsu/Secret of Mana series, which also has ring-style inventory management. The limitation on inventory space is also a critical game balance mechanic, as many of the items are quite powerful and readily obtained, with inventory space being the only limitation on their abuse.
There certainly are some valid complaints against the game though; the load times are somewhat ridiculous, for example. It’s not that the load times are long, but that they are incredibly frequent. And for boss fights, which you’ll undoubtedly have to repeat many times before successfully conquering, the load times are even longer, and the stage is not cached for quick retrieval upon death. The most ridiculous instance of long loading times is in the Pooka restaurant and cafe. The load times to enter these shops are the longest in the game, and they consist only of a SINGLE SCREEN. Granted, the shops feature some incredibly beautiful artwork, but still! Another common complaint is the massive slowdown experienced during some boss fights. Now, slowdown can sometimes be a good thing when things are too hectic and projectiles are flying everywhere, but during one particular boss fight, the frame rate can drop to single digits, often resulting in your death. Strangely enough, the slowdown still exists when the game is played on a PS3. Perhaps its PS2 emulation is a little *too* accurate [snicker]. I’m surprised that the game was released with such a glaring problem, but I suppose the design team was unwilling to sacrifice some of the features of that boss fight (which looks absolutely spectacular) or did not have enough time to polish the rough spots.
Some more random thoughts:
Pookas are so cute! Velvet probably just wants to keep Cornelius as her pet.
Nothing beats wandering the battlefield, disturbing cute little veggie creatures out of their underground dens, and whacking them with a giant sword.
Odette gets her ass kicked by so many different characters, I wonder if anyone is really scared of her anymore. She’s totally losing street cred, I tell ya.
Overall I feel that Odin Sphere is a magnificent niche product that happens to scratch all my itches at once. While it may not appeal to hardcore platform or traditional RPG purists, those who are looking for a different experience will likely find Odin Sphere a satisfying venture.
Odin Sphere Bowled Me Over
It’s amazing how mesmerized I am by this game. Usually I lose interest in console games after only playing for a day or two, but Odin Sphere has kept me hooked for quite some time (though I’ve heard reports that other people have gotten tired of it after only a day…) I’m just starting Oswald’s campaign at the moment. Gwendolyn’s was by far the hardest, since I didn’t have a good feel of how to prioritize potion development, ingredient conservation, and fruit growing. Her limited flight capability in combination with her melee attack actually ended up being more of a liability since she can’t execute fast double-somersaults, which is crucial for flanking many of the slower bosses. Cornelius, on the other hand, was an ideal melee character, and his campaign was sooo much easier. His spinning attack was incredibly useful for bouncing off masses of projectiles that would otherwise be difficult to dodge, and his attack combos were fast, powerful, and decently ranged. Mercedes was definitely a unique experience, after having played two melee characters. The mechanics of her perma-flight ability, ranged attacks, and forced reload are well-balanced and meaningfully different than the other characters. I was perennially annoyed by her sluggish responses due to her floaty movement, but her awesome ranged attacks more than make up for it. I still haven’t been able to get her homing charge to work consistently though, for some reason. I must be doing something wrong.
I think part of the draw is that grinding in the traditional RPG sense is not required. Though the option exists to replay previous areas for loot and materials, it’s very viable to complete the campaigns without doing so if you’re competent in battle. An RPG where a skill matters… imagine that! Then of course, there’s the gorgeous artwork, attention to detail, sweeping cinematic score (by Hitoshi Sakimoto, who also did Ogre Battle, FFXII, and… Romeo X Juliet?), and five intertwined character stories. I especially like how the lore gradually unfolds and each successive campaign brings a new perspective and sheds new light on all the subplots. Loved the Japanese voice option; Atlus seems like the only company that actively includes this feature in their games.
The battle system at first glance is simplistic, but the fights are actually very challenging (without the blatant abuse of unlimited POW potions/Painkillers/Overload or Invis + Napalm) and have more depth than you might think. I was on the edge of my seat through all of Gwendolyn’s campaign due to the tendency for fights to consume more hp and materials than I would regain from clearing the area, due to the time-based rewards system. Luckily though, the difficulty scales well, as I have had an easier time with subsequent characters due to my improving battle skills. Keep in mind though, that the fights are more about positioning and strategy rather than complex quarter circle-forward/half-circle back/up/up/A+B button combinations. Figuring out enemy attack patterns naturally is important, as well as knowing when to run away. Luring the enemy to a more favorable battle position is critical to dealing with large waves of enemies.
Some folks complain about the item management aspect, but much of that is due to the natural packrat tendencies of RPG players. People just don’t like having limited inventory space, but I find that this is a minigame in itself. Making tradeoffs and deciding what items are more worthwhile to keep for the upcoming battles or for restaurant recipes is part of the fun, and in the end nothing goes to waste since every item can be consumed with alchemy to alter the potion base numbers. The inventory system could definitely be more automated (grouping by item type or whatnot instead of literal item placement) though, similar to the Seiken Densetsu/Secret of Mana series, which also has ring-style inventory management. The limitation on inventory space is also a critical game balance mechanic, as many of the items are quite powerful and readily obtained, with inventory space being the only limitation on their abuse.
There certainly are some valid complaints against the game though; the load times are somewhat ridiculous, for example. It’s not that the load times are long, but that they are incredibly frequent. And for boss fights, which you’ll undoubtedly have to repeat many times before successfully conquering, the load times are even longer, and the stage is not cached for quick retrieval upon death. The most ridiculous instance of long loading times is in the Pooka restaurant and cafe. The load times to enter these shops are the longest in the game, and they consist only of a SINGLE SCREEN. Granted, the shops feature some incredibly beautiful artwork, but still! Another common complaint is the massive slowdown experienced during some boss fights. Now, slowdown can sometimes be a good thing when things are too hectic and projectiles are flying everywhere, but during one particular boss fight, the frame rate can drop to single digits, often resulting in your death. Strangely enough, the slowdown still exists when the game is played on a PS3. Perhaps its PS2 emulation is a little *too* accurate [snicker]. I’m surprised that the game was released with such a glaring problem, but I suppose the design team was unwilling to sacrifice some of the features of that boss fight (which looks absolutely spectacular) or did not have enough time to polish the rough spots.
Some more random thoughts:
Overall I feel that Odin Sphere is a magnificent niche product that happens to scratch all my itches at once. While it may not appeal to hardcore platform or traditional RPG purists, those who are looking for a different experience will likely find Odin Sphere a satisfying venture.
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