Omega Five Review

Go go ninja dinosaur.

Version tested: Xbox 360

We've waited far, far too long for an Xbox Live Arcade game in which you must shoot a robot dinosaur repeatedly in the face with a neon pink laser beam until its eyes fall out.

A flash of classic Japanese exuberance, Omega Five is a throwback to those side-scrolling shoot-'em-ups you once read about in the import section of a SEGA Saturn magazine. With enemies 500 pixels tall and boss battles five frames of animation shy of an anime tentacle rape scene, it's a game whose wild, bright, Dreamcast-esque aesthetic reveals just how accustomed to white, western and (graphically at least) middle-of-the-road videogames we've become. It's bold and incongruous, joining forces with Earth Defense Force 2017 in broadening the style and ethnicity of the 360 library, and for that we already like it.

Omega Five is the creation of Natsume, a Japanese developer best known in the west for its pastoral themed, carrot-growing sim, Harvest Moon. With little arcade action style output since the Super Nintendo's - admittedly very good - Pocky and Rocky games, the company lacks pedigree in this niche. Likewise, unlike forthcoming Ikaruga and Raiden, Omega Five is a new release that has never spent time out in the real world, earning its stripes and credibility from arcade punters' credits. As a result, genre fans have been understandably nervous that this, the first contemporary Japanese shmup on the service might be something of a missed opportunity.

First impressions are mixed. With its slick and seamless leaderboard structure, compelling Achievements overlay and perfectly pitched graphical chutzpah, all of the artistic and structural wants are firmly in place. But, while early screenshots called to mind R-Type or Borderdown, in play it's not quite like either. In fact this is much closer to Capcom's ancient Forgotten Worlds, players tasked with piloting one of four flying characters through four sprawling horizontal scrolling stages, battling off all manner of alien swarm.

'Omega Five' Screenshot 1

Facing off against this giant enemy worm, several screens long, is a highlight. However, we couldn't bring ourselves to use the splurge gun pictured. Aside from being slightly arousing, surely water's no kind of weapon against the earthworm?

For the first twenty minutes the overwhelming sense is that the camera is positioned far too close to the action. Large, imprecise models crowd and cramp the screen and your character 'ship' feels huge and unwieldy instead of svelte, responsive and quick. As a result it's difficult to know exactly where the hit-box on your character is and this initially leads to a general feeling of uncertainty and not quite being in total control.

An overly fussy control scheme contributes to this feeling of confusion. At its most basic, the left stick controls your character while the right controls the stream of fire in the well-established Geometry Wars style. Each character has a choice of three different weapon types that can be levelled through three stages of power and effectiveness. You switch between weapon types via pick-ups in the levels and in addition to this basic offensive fire, each character has a sub-weapon of varying usefulness.

Enemies drop pink triangular chips that can be harvested to fill a smart-bomb style gauge. It's possible to harvest enough pink chips to stock three smart-bombs, each of which is represented as a pink blob that encircles your character soaking up stray bullets. Thus the game provides a tactical dilemma at all times: deploy your smart-bomb to clear the screen and lose the safety net or take your chances through the bullet storm with some extra protection. Finally, there's a dash move (triggered by the two bumpers) that allows a second's grace to zoom past enemy bullets, instantly turning them into pink chips in exchange for a small portion of your health bar.

Unusually for a shmup, your character has a health bar which depletes by degrees when shot or bumped into by an enemy. This can only be refilled with health pick-ups in the field and, as you've just one life per 'credit', the difficulty is ramped sky-high. Indeed, it's unlikely you'll make it to the end of the first stage in your first couple of attempts, which for impatient players will seem mean and unfair. We're not used to games telling us we're rubbish these days, and some buyers will take little more than tantrums and regret from the purchase. But to expect to breeze through the game on your first go is to approach the game with the wrong head.

'Omega Five' Screenshot 2

Natsume has included a two-player option but sadly it's only for local play. Score challenge versions of each stage can be unlocked and, for a Japanese title, there's a raft of unusually creative achievements.

By clearing your high score every time you use a continue, the game clearly and loudly nails its colours to the mast. This is a traditional arcade game where high-score play is everything and progression through the experience should be measured in screen inches and never guaranteed. Four stages is undoubtedly short but the idea is that you claw forward each time you play the game, progress the fruit of hard work and repetition. It is unlikely that many players will see the third stage within the first week of play, if ever.

This orthodox approach is unusual for modern games, even on a platform that claims to be the 'arcade' reborn. We're not used to the kind of hard graft and practice that this kind of game demands and rewards and, for many, the fact that they can't just blast through the game by throwing free credits at it like Veruca Salt buying her way into Willy Wonka's Chocolate Factory will leave a sour taste.

Without scaled difficulty levels the 'problem' is exacerbated. But it's a problem of culture rather than one of negligence or poor game design. Approach the game with the mindset that this is something that demands the growth of new muscles, skills and techniques, and view the leaderboard competition as your impetus to keep pushing on, and Omega Five becomes a hugely rewarding experience.

In time the control system becomes second nature and weaving in and out of the moving mazes created by the gargantuan enemies around you feels like more of a dance than a chore. The camera position soon becomes irrelevant and, as with all the shmup greats, you begin to furrow your own unique path through the game through repetition. You'll learn to use no more than the one life given to you at the start (anything else and you won't make a dent on the leaderboards) and the thrill of improvement becomes rewarding and intoxicating. Omega Five is not the greatest shmup ever made and it's certainly not for everyone. But it's technically the most impressive exclusive XBLA title and is an excellent genre debut for Natsume.

And, of course, there are the pink lasers and robot dinosaurs. Never underestimate the robot dinosaur.

7 / 10

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Comments (27) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • Baronen #1 4 years ago

    Bonus: This game has some of the worst Engrish I've seen in a while.
  • viper_h #2 4 years ago

    Shouldn't that be best Engrish?
  • FlamingCarrot #3 4 years ago

    Which band sang "go go ninja dinosaur"? Aesoki something? Can't remember.
  • Ceatlan #4 4 years ago

    The problem I had with the demo was that I had no idea what things on screen would hurt me if I ran into them, what things were power ups that I should pick up, what things were things I could shoot to get pick ups and what things were part of the scenery as opposed to something about to kill me.
  • RedPanda #5 4 years ago

    Post deleted at 14:31:59 28-01-2012
  • S.J.Rogers #6 4 years ago

    I tryed the demo last night.

    I thought it was utter SHIT..!

    Was off my Hard drive in under 10 mins.
  • Retroid #7 4 years ago

    O_o

    I got onto the third stage on my first play.... but it is hard not to complete it without using a continue (which I'm determined not to).

    7/10 is a bit stingy.

    Oh, and the big red triangles are points, the things which look like glowing bullets of death are.... bullets of death ;p
  • Freelancepolice #8 4 years ago

    Definately got a little more depth than I was expecting, worth getting
  • Rev.StuartCampbell #9 4 years ago

    It is unlikely that many players will see the third stage within the first week of play, if ever.

    Dude, you SUCK.
  • Pachinko #10 4 years ago

    A very good review, Simon. My thoughts exactly.
  • Tyronne #11 4 years ago

    The water effects on the blokes gun was pretty good , yet I could not help thinking that I was playing a drunkard with a very full bladder.

    Its not bad but I would not pay 800 points for this and I do hope this will not be the free game in a few weeks time that microsoft have promised people.
  • goz #12 4 years ago

    Rev Stu: Not me OBVIOUSLY.
  • boynash101 #13 4 years ago

    I bought this game and although incredibly frustrating at first it does have that 'one more try' appeal.

    What wasn't mentioned that if you play for a period of time - 1 hour, 2 hours 3 hours you actually get more credits to make progression slightly easier.

    Anyone got any tips for the third boss? I can't seem to stop dying from all that falling debris
  • trevd72 #14 4 years ago

    @flamingcarrot.

    I think it was Kyuss.

    Oh no... there goes Tokyo. Go Go Godzilla
  • barnard666 #15 4 years ago

    that song is by "Fy Manchu" from their album Godzillas eatin' dust.

    I managed to get to the final boss last night on my first continue!, I have played this for many hours, its awesome! Normally I give up on these kind of games, but the achievements actually made me bother to finish it for a change.

    Ruby's anchor (which you can throw to link to enemies and drain their health quicker) is a really cool concept.

    The other feature that's really good is the "Challenge Mode" where you can practice each stage, a;png with a high score board, if you are in the top twenty you get to upload your replay, (I am top ten on a couple - yeaaaahhh!) this helps because you can see how other people got through a stage...

    Finally as you play for more time you unlock more and more continues, so everyone will be able to finish this game.

    best XBL game for me since geo-wars....and has made me super excited about Ikaruga which simply can't come soon enough! (finally I'll bother finishing it)
  • penhalion #16 4 years ago

    Ikaruga's final boss was a lesson in bullet pattern memorisation. You couldn't shoot it and tell if you'd done any damage, just absorb the correct bullet streams while switching your ship from one polarity to the other until the tunnel you are flying through runs out. I don't think many people got that and so just died a lot!

    This game is hard and I find it difficult to believe anyone has made it to the final stage, especially as I got pretty high on the leaderboard simply by doing the first level flawlessly and then not continuing when I died!
  • bloodflowers #17 4 years ago

    I like it, it needed a difficulty option though. It's too hard for many casual players, but for fans of the genre, it's a walk (some on the shmups forum reporting clearing it on their first go, and I believe that).
  • Psychotext #18 4 years ago

    Great little game! =)
  • NickNack #19 4 years ago

    Would rather buy Metal slug 3
  • DAN.E.B #20 4 years ago

    do you have to finish the game to unlock the other two characters?
    enjoying the game well worth 800 pts
  • NinjaWilliams #21 4 years ago

    Nice, now all we need is RADIANT SILVER GUN HD! ^_^
    Edited by 1 at 11/01/08 @ 14:50
  • aine #22 4 years ago

    Omega Five is the creation of Natsume, a Japanese developer best known in the west for its pastoral themed, carrot-growing sim, Harvest Moon.

    but that's wrong!! argh! natsume only publish the series in the US! and people make this mistake all the time.
  • adamamosa #23 4 years ago

    I love it. I dont know why I love it. But I do!!! Time to teach these new kids how we used to play games.
  • Retroid #24 4 years ago

    "This game is hard and I find it difficult to believe anyone has made it to the final stage"

    /Flexes apparently godlike thumbs

    :D

    I got onto the third stage on my first go :)
  • Scarbir #25 4 years ago

    Anyone else noticed how the integration of 3D-elements in this side-scrolling 2D shooter don't work? I got surprised by giant enemies suddenly appearing in front, while they were at the background all the time. It just wasn't clear to me when an enemy could be attacked or not.
  • Lexx87 #26 4 years ago

    Scarbir...it does work. On the first level there was a giant robot in the background and you could tell it was in the background. I then saw it leap across over to where I was and it looked like a giant damn robot right next to me. There was a huge difference...

    You playing this in HD or SD?
  • muscleblade #27 4 years ago

    After playing this an hour ill say its one of the best XBLA games and a fantastic game overall. I like the old school design and the fantastic old school music and voice acting. The system that gives you more credits the longer you play is plain fantastic. Gives everybody the chance to complete the game and unlock new characters and abilitys.
  • Mashum #28 4 years ago

    I think Scarbir has a good point.

    Having enemies loom from the out of play background into the 2d plane does look good and I don't think it entirely breaks the gameplay but it introduces a sort of gray area of vulnerability that I don't enjoy. Unlike the cast iron certainty in the outlines and trajectories of the bullets and other enemy craft.

    Still, nice game.

    Edit: I'm playing this in HD btw.
    Edited by 1 at 22/01/08 @ 01:29