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Mon 25th Jul no no, I was just asking questions and creating a discussion.As mentioned earlier, however, this is also something that you don’t really need in a typical enemy encounter, which can have the effect of blunting an otherwise cool mechanic. This can take the shape of something like an emotion buff or a follow-up attack, and sometimes that extra oomph is all you need to finish off an encounter or narrowly save a party member from becoming toast (literally). Taking damage will fill up a bar at the bottom of the screen, and you can choose to burn portions of it after any character’s action for some synergistic moves with your teammates. The only real complaint we have here is that most of the game’s battles don’t necessitate you utilize this system much, and combat can thus become more of a slog as the enemies are too squishy to make it worthwhile to properly plan out several turns, but they’re also too sturdy to just quickly dispatch them with basic attacks.Īs a more concrete representation of the friendship between your party members, there’s also an interesting ‘Energy’ system that acts as a sort of limit break any character can use. For example, making the boss angry will lower its defense allows your 'Happy' characters to do more damage to it, but these characters run the risk of taking more due to the boss’s attack stat being boosted. In terms of gameplay, it’s interesting to engage with proper timing for cycling emotions, especially in boss fights. We rather enjoyed the narrative connection this emotion system brings, as it highlights that no emotions are simply ‘better’ than others, but also that there’s an appropriate time for any emotion. The story is worthwhile, but it feels like the pacing could be tightened up incessantly pressing ‘A’ to trawl through text gets old when it isn’t broken up enough. The problem is that it feels like there are a few too many lengthy sequences where there’s not much to do because you’re constantly buried in lengthy dialogue sequences which are bookended by blink-and-you-miss-it walking segments that take you to yet more lengthy dialogue sequences. Omori is a classic JRPG at heart, so much of your time will be spent exploring a decently sized map which takes you to all sorts of whimsical locales in the standard dungeon and town cycle. The gameplay itself is the weaker part of Omori, but this is only because it gets rather dull as the hours roll on. Omori is an equally hilarious and harrowing experience, and it’s the kind of game that makes you think long after you’re done with it. Those of you who can’t get enough of the narrative here will be pleased to know there are multiple endings, too, depending on decisions you make at key crossroads in the plot. This is ultimately a story about mental illness and processing difficult feelings, and the deeper emotional beats hit hard when things start to make more sense towards the end. It takes 20-ish hours to get through one playthrough of Omori and the journey proves to be frankly hard-hitting in the best possible way after the credits roll. Sometimes there’s a door in White Space, and if you go through this door, you can visit a strange, dreamlike world where you can play with and go on adventures with your gaggle of close friends. You play the titular role of Omori, a young, colorless boy who lives in a blank, infinite hellscape called White Space. The narrative of Omori is by far the biggest draw of the experience, but it’s also the sort of thing that is difficult to discuss too much without giving away critical elements.
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After numerous production issues - including a complete engine change and total overhaul of the visual style - Omori has finally arrived on the Switch and we’re happy to report that it was well worth the wait. After a successful Kickstarter campaign all the way back in 2014, the game was originally slated for release on the 3DS, though this was later cancelled as development wore on and Nintendo’s old handheld fell out of favor. It’s been a long journey for Omori - the first video game from OMOCAT - on its way to the land of Nintendo. Captured on Nintendo Switch (Handheld/Undocked)