Most Helpful Customer Reviews
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6 of 6 people found the following review helpful:
1.0 out of 5 stars
God save us from horrible experiments like this..., August 14, 2000
I was itching to purchase this game when it was advertised, cause frankly, on paper it sounds GOOD. The reality however falls waaayyy short of the mark. First off, this game DEFINES linear gameplay! There is NO where to go but exactally where you need to. Second, there are NO random combat scenes, which to me is essential for an RPG. Third, combat is awkward and horriblly frustrating, not to mention NO fun. Talk about false advertising at it's finest.
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5 of 5 people found the following review helpful:
5.0 out of 5 stars
Why 5 stars ???, July 9, 2004
I don't know what people expects from a game... BUT odium is very good, let me tell you why I gave it 5 stars: I bought it at a very low price and obtained a very entertaining game. Turn based RPG. The first thing to remark is the intro movie, a good start is always welcome. second: it's not 3D, so the backgrounds are greatly painted. Third: the gameplay, although the game is short, it was a sweet time never getting bored. Don't remember thinking it was difficult, when I was losing a battle, was because my strategy failed, so , I tried a different aproach and that's it ... straight to the end. Maybe the short amount of recovery items makes it hard, but for me it was fun. One thing I didn't like was when I finished the game... That's it? ... I wanted MORE. If you think about it, that's good. a bad game doesn't do that. Probably this game is not going to be available anymore, so get this gem before it's too late... I think I'm going to replay it right now... Goodbye ! :)
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5 of 5 people found the following review helpful:
1.0 out of 5 stars
Nice shell, but no nut, May 2, 2001
Hate coupled with disgust, indeed. The game goes like this: "you" and a tiny squad of NATO soldiers pop off the boat and walk into bombed ruins. There are items to pick up, like planks of wood, gloves and ammunition (precious little of that). Soon, the team encounters monsters. That is where the fun is supposed to begin, I guess, but where the first of many unfortunate disappointments await. "Combat" mode begins with a goofy guitar riff (really??) and a floating message that you are in combat. It is turn-based. When you are done with shooting bullets at the giant things, they have their stab at you. And I must admit the monsters are pretty cool (as is the basic plot line). But you either kill the monsters, or they kill you. Nothing you can't get playing checkers. Odium wants to be more than a shoot-em-up, so they hyped the role-playing aspects of the game on the box. Yet, that doesn't work either. How can this be an RPG if you have to play Cole Sullivan, with predetermined stats and abilities? True, once your team wipes out a few nasties there are some points to disperse among the troops but that can't qualify Odium as a character-development based game. I tried hard to like this game, but ran into problems. The game may as well take place on a sidewalk, because there is only one way to go. Any successful RPG allows a bit of freedom to direct the action. Second, the combat is riddled with baffling inconsistencies. It's ludicrous to stand a foot away from a 12 foot high monster and NOT be able to shoot at it. There must be a reason somewhere. Did the designers genuinely think that was a good idea? Next, when you find an NPC the game turns into a movie which you have to watch. The voice work is pretty miserable, and all the characters end up being the same macho guy, just with different accents. After an hour or so I couldn't care less what happened to them. Last, it is really difficult to heal. Too bad, cuz combat is tough. It should not be so hard to apply bandages. After all it's a peice of cake to carry a wooden plank in your back pocket. After a while playing, there are more questions than excitement. Why did an elite NATO force land with only 15 rounds of ammo? Why are the monsters called Garcias, is that a guy who mutated? How could so much energy go into making a nice look for the game and so little into playability? And of course: why did I spend money on it???
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