Retrospective: Omikron: The Nomad Soul
One for the dreamers.
David Cage is a man of extraordinary vision. Whether you believe his games match his ambition is a very personal thing. I will argue with you that Fahrenheit is one of the most exciting games I've ever played, even though it's broken in about 657 ways. Perhaps this is what's most exciting about Quantic Dream's output. However, I cannot find a similar love for Omikron: The Nomad Soul. And that's not because I can't run it on my PC.
It appears that the more recent ATI cards have seen fit to stop supporting Z-buffering, or something similar. I'm not Richard Leadbetter I'm afraid, so these words sound like buzzing to me, but what I know is it means The Nomad Soul paints the screen in giant black squares with every movement. For a game that's based around a combination of adventuring, first-person combat, third-person fighting and spotting teeny tiny objects on the floor, a mostly black screen isn't ideal (Richard would agree, I'm sure). Which put me in something of a pickle, if it weren't for the nagging certainty that I owned another copy. For Dreamcast.
Cancelled on both PlayStation and PS2, The Nomad Soul came out for PC and Dreamcast. Of all systems. It's set in the city of Omikron (we'll get to the game name confusion in a bit) on the planet Phaenon. But you're not playing a citizen of that world – you're playing you, playing a videogame. By beginning the game you've agreed to have your soul transferred into the body of a citizen of Omikron, and thus control him as an avatar. It's an opening moment of Brechtian estrangement that ensures you're aware that this isn't going to follow conventions so much as dissemble them. Your body previously belonged to a police officer who was investigating a series of murders. So it's from there you pick up.

Making localisation decisions that render the game less coherent was really quite something.
I'm impressed my Dreamcast still works. It's not been switched on in three years at the very least. An Xbox would surely have turned doorstop by now. A PSX burned through a dozen chips. But the Dreamcast must have been built like a 1950s refrigerator. The gasping and wheezing as it spins the disc is like a soundtrack to 2001 and Virtua Tennis 2.
The Dreamcast version of the game, released six months after the PC version, was criticised in 2000 for falling short of the PC build. Weaker graphics, long load times, weird bubbly voices in places, and most of all, no dialogue changes to reflect the platform, leaving players instructed they were playing on a computer, staring at a monitor. But take that, PC! You can't play it any more. The DC, like the brave tortoise, has won the race.
Except all those things are horribly true. It looks phenomenally awful, a smear of brown and grey filled with polygonal characters that belong in the mid-nineties. Walking through a door takes an extraordinary amount of time, needing to load in two separate chunks each time you want to walk out of a shop entrance, staggering and croaking throughout. And oh dear me, when you're attempting to break the fourth wall it's a good idea to make sure you're referring to the circumstances the player is actually in. I'm holding a controller in front of my TV, Omikron. Not sat in front of my monitor. I think you might have the wrong soul.
But such ideas! This notion of being you trapped in a character's body is a really nice one, somewhat literalising the way we understand our role in gaming. But it's taken a step further. You're not just a character, you're a character in a game. It says so. Talking with one character you're given the conversation option, "What does it matter if I die? It's only a videogame." In fact, you're told, Omikron is a game created by demons in order to capture our souls. Which brings us to the name.
Much as the Dreamcast port fails to recognise the system it's being played on, the European renaming of the game is not reflected within. Which rather begs the question, why was the game renamed for Europe? Called Omikron: The Nomad Soul in the US, this naturally abbreviates to the first word. And indeed this is how the game names itself from within. Which is a little confusing when the Euro version drops that word entirely. So poor Mr Brecht isn't being well reflected here, now I'm playing a game with a different name on a console it doesn't know about.
But those ideas! You begin playing as cop Kay'l 669 (note: "begin"), who is a person in a city, with an apartment, wife, friends. Confused about what's going on, you migrate toward Kay'l's home to regroup. Here you can use the toilet, practise your combat skills, root through kitchen cabinets, and have a Very Special Cuddle with your wife. David Cage likes apartments.
The city itself is open and explorable, a third-person view of your character with the option to switch to first-person to have a better look around. In what's ostensibly an adventure game, such freedom to explore is remarkable. I think this was best highlighted at a point when I needed a certain drink for a certain task, and discovered that I'd accidentally drunk it earlier. Accidentally because the inventory system is so peculiar, but resolvable by visiting a local supermarket to replace it. It was a wow moment – I need this tea, there's a city with shops – I'll likely be able to find some.

The improv break-dancing sections would prove formative for the young David Cage.
Oh, and if you die, then you die. Often the next human who touches that corpse becomes your character. Which is a fairly astonishing thing. Should Kay'l fall in one of his early fights with a demon upon a rooftop you'll now be playing the next stage of the game as a female thief. You're the Nomad Soul, remember, playing a game, attempting to thwart the efforts of the demons by uncovering their actions with the help of underground sect The Awakened. The body you use isn't the most important thing about you. Then later in the game changing body becomes key to solving puzzles. Don't get attached.
Before this all falls apart completely, I'm going to celebrate one other detail. Then Bowie – I've not forgotten.
Much of the game involves solving mysteries by finding clues, codes, messages and communications. By really quite elaborate means you can break into places to procure secret documents. (One early puzzle can be solved by either drugging your boss's tea and then stealing her pass, or – and here "or" should be written in 60-foot high letters made of flashing bulbs – hacking into the police force's giant mechanised robots after giving booze to a mechanic so you can steal the necessary hardware and implant it in a robot's eye then stealing a fuse from a machine and convincing a computer engineer to leave to fix it and then controlling the mech on a third- and first-person mission fighting a couple of dozen other mechs, in order to open a door.)
Often these messages are written in a font that I think may actually be magic. At first glance it looks like alien gobbledegook, and then as you stare it slowly swims into a legible form. Creating this lettering alone is a masterpiece.
Bowie. 1999's album Hours (which I've listened to throughout playing the game, alternating with 97's Earthling, and then occasionally disappearing back into the seventies) contains songs written for/alongside the game, including closing track The Dreamers – the name of the band he sings for in Omikron. (In fact, dig out the Digital Deluxe version of Hours and the bonus album comes with the original Omikron mixes of Thursday's Child, New Angels of Promise and The Dreamers.)
As you wander the early stages of the game you'll find flyers for The Dreamers' illegal gig – if you choose to, you can find the right bar and watch a performance of the wonderful Survive. And it's well worth it. Bowie, emerging from his (fantastic) dalliance with drum 'n' bass, had rediscovered a more classic sound, and there's never a bad time to hear it. Although try to avoid noticing that his clunky avatar is wearing nothing below the waist but for the most revolting black thong.
So much ambition. Such poor execution. And while the Dreamcast controller is partly to blame, the PC version was not much better. David Cage's ideas are wonderful, but here the technology cannot allow them to be coherent.
As a third-person 3D adventure game (which makes up most of the time) it's ghastly to control. Your character staggers about like a piston-powered shop mannequin, bumping into scenery and waddling off ledges. This is frustrating enough when trying to walk into a lift, but becomes enraging when the game somehow gets the impression that it's capable of platform action. It really, really is not.
Occasionally it switches to first-person shooter, which the engine is even less capable of achieving. Here you're splurged across a muddle of strafing and turning, aiming and walking. You can hit enemies despite firing about three feet above their heads, and they can hit you despite your hiding behind giant walls of rock. It's farcically bad.

Darling... we need to talk.
Thirdly there's the third-person beat-'em-up sections. Street Fighter it is not. Here you do button-mashing battle with various demonic foes, in a fighting system so deranged it has no button for block. Yet you can block. I'm still not sure how, but I would sometimes do it. In fact, to fight you have to train, because this is of course also an RPG. Train up and you'll be more successful in these battles. But mostly just mash the buttons in the hope of stumbling on the special moves, and you should get through.
The RPG exists in the form of improving various skills through either training or the consumption of potions. Later on you get access to magic, which requires mana. This is quite heavily scripted into the game, but of course adds another dimension to how it's played. This is all seen using your SNEAK, a computer implanted in your arm, which also acts as the inventory, quest screen and map. All loading agonisingly slowly, and designed as unhelpfully as could be imagined. Seeing your current health should not be seven button presses away.
I'm absolutely certain that there will be people infuriated by me at this point. Omikron will be many people's favourite game, and it absolutely should be. It's utterly incredible. Not necessary good, but certainly beyond credible. It's so densely packed with ideas, so brilliantly original, so boldly unaware of its own limitations. It's a tremendously exciting game to talk about, think on, remember. But sadly it's not a great deal of fun to be playing at the time. The writing (and this will sound familiar with the discussions of Heavy Rain) is not stunning prose, nor indeed necessarily coherent in any useful fashion, but it's again just bursting with madly (and mad) original thinking.
Give me Fahrenheit and I'll argue with you why the stupid combat, DDR sex, giant green killer insects, and fighting the internet is all absolutely acceptable. It's the one that clicked for me, and I forgive its foibles. I'll even be so ridiculous as to call them only "foibles". But despite the concept, the character death, the remarkable freedom and dammit, even Bowie, I can't get past the mistakes to love Omikron. If you can, you're the winner here.
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Comments (49) Latest comment 7 months ago
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As for the game itself I remember finding it impressive but confusing.
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Equally sadly it was made too late for The Nomad Soul, which was a fascinating game and my first introduction to the concept of vaguely open-world gameplay. Unfortunately it was never made for dealing with action scenes with any sense of reliability, the control system was awkward at times. But my god was this game immersive, and it felt rather non-linear sometimes. Farenheit doesn't have this, even if it's "cinematically" stronger.
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Wouldn't a PC emulator be able to render the game properly? Mesa on Linux happily drops back to software for lacking hardware features - I'm sure modern CPUs can handle the rendering better than 10 year old graphics cards. A Dreamcast emulator would certainly help with the loading times on that version.
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I had actually forgotten that Nomad Soul was a Quantic Dream game though haha
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I've always hoped for a decent remake for this on current systems with the terrible FPS and TP fighter mechanics fixed.
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I think the stories and characters sound really interesting but he just seems to go out of his way to complicate the gameplay in ways that are supposedly intended to be immersive but actually have the opposite affect on me. The more you try and get me to use unusual control methods the more you remind me I'm playing a game.
TBH, Omikron actually sounds a little more conventional than his latter games.
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As for Omikron 2, there's been question marks about this for a while, recently Cage said that his personal trilogy was completed with Heavy Rain and seeing that he's only made three games (Omikron, Fahrenheit and Heavy Rain, all fantastic btw) that would suggest that Omikron 2 is indeed off the cards, though I'd still personally love to see it done. Omikron 2 or something else it doesn't really matter, Cage is on a roll and I for one can't wait to see what he does next.
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When I played it, I remember not dying for the longest time, and then I did, and being totally goddamn surprised when my control switched to the mortician who was checking my corpse out. Whoa.
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Omikron 2, my gaming life shall simply not be complete without you.
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This is one. The other is Pathologic. Both are among my favourite games in the world.
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I also think it's still his most interesting game by far
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I actually completed this on the DC. I can't remember much in the way of details, but I do recall being utterly enthralled by the world. Bring on Omikron 2, I say.
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But after that it was a constant up and down. The story continued in another sector of the city, which looked like it was built in the desert. There you had to join the secret underground organisation and do missions for them. And the mission were so terrible to play, and the checkpoint system was so harsh, and thr shooter bits just weren't fun at all...I think you had to do...three of those. Yep, and all three sucked terribly. The adventure bits in between were fine and after that it got a bit better again. Then you went to another city sector and it got even worse. You had to look after symbols that were hidden in various corners of the city. And it was so boring and annoying to look after them. And the underground organisation conveniently moved to a new location, but it wasn't hidden at all, in the slightest, it was just ridiculous. And the atmosphere wasn't there anymore, and no one interesting to talk to either. Overall, it felt like the designers lost interest in their game there. Then you had to go to a garden in the desert section, and from then on the game built up again to a satisfying finale, which, despite all the frustrations, left me with good memories of the game.
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Also, John, you should know full well the Dreamcast is built like a tank! Silly! Dreamcast's will still be purring along quite happily when every other console turns to dust!
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Like Fahrenheit, Nomad Soul starts off so promisingly and then throws it all away with idiotic design decisions and Cage's seemingly irresistable urge to cram as much gibberish into his stories as possible. Think of how Fahrenheit started as a pleasingly innnovative criminal vs detective game, making decisions (but not performing actions) as Lucas and then having to figure out what Lucas did as Carla and Tyler. Trying to keep your story straight when interrogated, evading capture, it all worked well. Then Carla, one of the best strong female leads (alongside April Ryan, Jade, Kerrigan and female Shepard) decides it's time to soap up her enormous breasts. Then the internet arrives. Then giant killer bugs. Then Matrix fighting. Then Lucas dies, only to come back as a not-zombie and impregnate Carla during a passionate and graphic night in an abandoned subway car underneath frozen New York. But of course.
Omikron does the same thing. You have this enormous, alien city. It clearly is not Earth. You start trying to find your place in this world, and enjoy the supermarkets and bookstores, the hovercars and strip clubs. One area of town is almost entirely dildo shops. Your wife asks you to join her for lunch. You struggle with uncooperative colleagues, and carry out police work. It seems pretty cool, this strange alien world. You can see yourself having quite the adventure during the course of your investigations.
Then, Kay'l dies (and if you're lucky, you die fighting the demon and get to become the slinky and sexy Chinese girl instead of the horrifying bald nurse!) and things go a bit strange. You leave the future city and find yourself in a strange Middle Eastern city. There's hardly any roads, so you have to navigate confusing alleys and can't really use a car any more. Exploring (or just getting somewhere) now takes ages, and is annoying. A 'resistance movement' contacts you and starts spouting weird nonsense about demons and prophecies, and invites you to get a mystical bowl. You have to solve weird puzzles with stupid made-up runes to open doors. You have to endure a preposterously circuitous route (fight through a huge container yard, then use moving platforms) to plant a bomb on a bridge, because you can't just climb over the railing and drop down, but also can't pull yourself up onto the platform under the bridge if you swim in the river.
So, you have your magic bowl, and spells. You have to infiltrate a base through a secret entrance in the river. You can SEE this entrance, but until you're told about it, you don't get the necessary prompt to pull the lever to open the grate. So, charming a corrupt shopkeeper is needed. For some reason, my current body (a nubile 17 year old girl) didn't appeal to the shopkeeper's horniness. The aged 38 year old escort nearby (maybe he's into cougars?) did. Except, your old body disappears when you change to a new one. And takes all the fighting experience you've built up with it. And so I've got my new body, and having finished the silly quest I now have to infiltrate a base and fight lots of people.
And onwards to the third area, more enforced body changes, more sprawling locations with the cars (which work as fast travel) gone, more and more mystical weirdness and demons and prophecies and you'll only barely remember that you originally started this game playing as a futuristic cop.
There were so many nice touches. You could buy books and albums to enjoy in your apartment. In the PC version, you could actually control the cars and drive wherever you wanted (the Dreamcast didn't have this option, so you were restricted by a list of preset destinations). There were places to practice the abysmal fighting and shooting sequences so you could at least stand a chance when you did come across one. And the whole world, initially, felt like a coherent, real place.
I don't know why Cage feels the need to resort to tenth-rate mysticism, irritating 'action' sequences (the stealth bits in Fahrenheit would have had me breaking my controller had the trigger-pummelling QTEs not already done so for me) and ruining the story with gibberish just as it gets interesting. Yes, his games are remembered after all this time, but not for good reasons.
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Possibly the first game I'd played at the time in an open world setting - mundane as it sounds, walking into a strange supermarket and buying a tin of fruit (or whatever it was) was mindblowing.
I would kill for a remake of this game.
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Kudos to EG for giving it some time! I'm tired of hearing QD / Cage being linked to only fahrenheit/heavy rain. The Nomad Soul is just as unique.
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/Slightly irked only the PC version shows up
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It would be awesome if there was a remake for this, or an Omikron 2 being made. Hopefully Heavy Rain will be a big success and David Cage will get lots of backing in the future. He's always been far more deserving than the massively overrated and bs-talking Peter Molyneux imo.
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I remember playing the demo over & over, loving the ambience of Anekbah. Never finished the full game though.
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I mean, why the heck would I play a game that manages to be both a horrible and boring videogame and a lousy movie? I'd rather play a fun videogame or watch a movie with a coherent plot. Why bother?
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I occasionally install windows Me to be able to run it again. If you do a full install onto the hard drive, the game will not have bad delays.. I cant agree about the fight or shooting sequences. I loved them. All I do in dead or alive is mash the buttons anyway.
The game is now old. I can no longer recommend it now to people who are used to the level of sophistication or graphics of say, half life 2. But one decade ago, in my heart, it surpassed all other games. And yes, if there is a Nomad Soul II, I would probably buy it.
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I just got this working on Vista with a NVIDIA 9300M GS. In 3d accelleration mode!
First of all, I applied the nocd-patch. I'm not entirely sure this is absolutely necessary.
Then I opened the NVIDIA contol panel, clicked "Manage 3d settings", opened the tab "Program settings", added the file "runtime32.exe" (the runtime.exe doesn't seem to work for me) in the Omikron folder. Then I basically set as many options as possible to "off" or "disable" or "minimum". And voila, it runs as a breeze!
There should be a way to do this on ATI cards as well, I suppose.