Odama Review

Odama I forgot to write a strapline.

Version tested: GameCube

Names like Shigeru Miyamoto and Tetsuya Mizuguchi will be familiar to many reading these pages, but Yoot Saito might not be. Producer and game designer of Odama, Saito was also the architect of the excellent SimTower during a stint with Maxis in the mid-90s, and later the charmingly bizarre Seaman for Dreamcast. Yet while Odama isn't good enough to stop the dust building up on the GameCube for very long, anybody fortunate enough to sit down with it for half an hour is likely to look for his name in future.

Much has been made of Odama's "wacky" high concept - a mixture of pinball and military strategy - and a lot of the review's going to be given over to explaining why it's probably not what you're imagining and how it actually does work. Game manual stuff, basically. Usually I'd feel a bit bad about that, but here I don't - if you don't find the idea interesting, you're not going to like the game anyway.

First of all, picture a pinball table. Now scrub away all the buffers, blinking lights, Vegas presentation and ringing noises and replace them with a battlefield - a grassy basin bordered by mountainous rock, sprinkled with shacks, cut apart by rivers, stone walls, siege towers and hordes of men toting spears.

Like a pinball table, there are flippers at the bottom of the screen, and everything on the battlefield is relevant to the path and usefulness of the titular odama, a giant metal pinball, which it's your job to control. Houses smash to reveal pick-ups, which we'll get to in a bit; stone walls that run from side to side can be used to trap the odama in the top half where it can clobber increasingly nasty instruments of war in a frenzy of delightful ricochets; rivers can be bridged by knocking over distant objects, or forded by striking a floodgate control to one side of the play area; the hordes of men, some of which are your own, are fighting a battle, and what you do with the odama can change the flow of it.

'Odama' Screenshot ninten

This is what it's really about: the Ninten bell.

But out of all that, nothing is particularly important. Sure, enemy troops can reach your "bell crew" manning the flippers and knock them briefly out of commission, or a wayward odama can re-flood a river, trapping your troops in the wrong place and prevent you from reinforcing, but really the only truly important thing on the battlefield is a giant bell being pushed on your behalf toward a gate at the far end. Called the Ninten bell (I'll try to get to that eventually), it's the decisive factor in any battle - you win if you can get it through the gate, and you lose if it's forced back behind your flippers. The only other outcome of battle is defeat from losing your odama behind the flippers or letting the sun set and time run out.

So how do you control the bell? Simple - you clear a path for it using the odama, and you make sure it's moving in the right direction by always having more troops on the field than your enemy. You can reinforce your numbers by pressing the Z button, but only to a certain extent, and you can conscript enemy troops by using one of those pick-ups I mentioned - collecting hearts and then striking the Ninten bell, or collecting a single, slightly rarer green blob, transforms the odama into a "Heavenly" state, which means it will pass over your troops without harming them and convert any others it falls upon.

There are of course greater subtleties. Prior to each battle, you're given an overview of the battlefield by your advisor, who notes items of particular significance. For example, a gate at the back-left, which you'll need a key hidden in a house to go through; a hill that the Ninten bell cannot climb, which requires you to transport a ramp from somewhere else on the map; a pair of enemy flippers, which can be used to wield the odama against your troops, but which can also be taken over by your troops if you're thoughtful enough to do so.

'Odama' Screenshot tilt

The tilt control gives you more direct influence over ball movement than you'd expect.

In fact, there's an enormous amount to discover and master in Odama. I've written nearly 700 words, and I've still not touched upon using rice balls to distract enemy troops or boost your own men's morale, nor deploying cavalry to gain a temporary boost, and - god - I've not even mentioned the microphone.

I imagine that reading a review of Odama from a position of absolute ignorance is either tremendously boring or quite fascinating. This isn't an archetypal action or strategy game; it's not somebody's generic template with five extra bullet points on the back of the box. It's something you have to describe completely in order to even begin analysing whether it works or not. And that will either frustrate you (in which case you are quite safe to leave, by the way - this doesn't end particularly happily), or excite you immensely, as every revelation cocks your head with a little bit more interest. But I digress.

So yes - the microphone. You use the microphone to direct your troops. By collecting scrolls hidden in houses, you learn new commands. "Press forward" force-marches the Ninten bell a few paces even against a tide of enemy forces, and is most useful in the dying moments of a battle as you approach the gate; "march left" or "march right" sends it off to one side; "rally" sends your troops to the point where your cursor, controlled with the left analogue stick, is currently resting, or the nearest logical objective, like a rice ball or a key.

'Odama' Screenshot morale

Your men's morale can be crucial too - build it up with skilful odama use.

By this point you're probably thinking that my biggest problem with Odama is its control system - you're looking at your hands and wondering how the seemingly endless procession of commands and features translate to a single pad, and wondering whether the fact a core selection of them have spilled over to a periphery microphone is going to render it hopelessly complicated. Well, no - the biggest compliment I can pay Odama is that it's overwhelmingly new without actually being overwhelming. Controlling the odama, like playing pinball, is quite instinctive; the biggest distinction here is how influential the table-tilt function (also on the left analogue stick) is in helping you strike at specific targets. And the rest just seems to follow naturally - when troop numbers fall or the bell starts to fall back, you know how to act.

Odama's problem isn't really one of architecture. The design, though it is complicated, is fascinating to prod and discover; you won't know what's happening or how to change it to begin with, and it's not especially intuitive, but you will not be frustrated by failure because every battle is interesting. The odama's basically a bull, in a china shop, refereeing a tug of war. And so you'll fail, because you sent the ball careening into a floodgate control when you didn't mean to, or because you decided to launch it over the central dividing stone wall so it would smash up the siege towers, like a Breakout ball dancing magically over the top row when you somehow sneak it around the side, only to discover that your force at the bottom isn't strong enough to push the Ninten bell forward no matter how much you reinforce. Or you'll start a battle, and two seconds later you'll accidentally whack the Ninten bell with the odama and score an own goal.

But these aren't bad failures to begin with; you can usually work out why you've lost and how to stop it. The problem is that you can't often work out why you've won, and it's here that the frustration needed to be avoided. Having hammered away at a particular level, attempting several different approaches, for the best part of half an hour, and often simply exhausting the time-limit, I won. I wasn't doing anything differently, I wasn't particularly lucky; in fact, I do not know why I won. And this happened to me too often. There are component parts of the victory you understand - you moved that ladder there, issued the "press forward" command as you closed in on the gate, and so on - but the determining factor evades you, and it's maddening. Odama continually offers you strategic options, and the prospect of using them in concert with the odama itself is exciting, but victory too often feels a bit empty. And with that, a momentary act of randomness from the odama that leads to defeat stings harder too.

'Odama' Screenshot rice

Rice balls help distract the enemy, effectively allowing you to bypass them on occasion.

But rubber-stamping Odama's ignominy - let's face it, it's a mid-scoring Cube game, and no-one's going to buy it - actually hurts.

This is probably a good time to get round to explaining the whole "Ninten bell" thing.

Set in the warring states period, Odama's story concerns a young man seeking to avenge his father's betrayal, with two secrets to his name, one of which is the odama, and the other is... Well, here's an extract from the introduction (replicated in the manual): "The other secret was the doctrine of Ninten-do, the Way of Heavenly Duty. The word Ninten-do is formed from the first kanji of three proverbs: Nin-ga Mu-shin ('Attend to one's duties without ego'), Tenzai Kohrin ('Those in heaven will descend') and Do-gi Tsuu-mei ('Moral action is a daily command'). The Way of Ninten illustrates the mindset of the Kagetora army, soldiers who have entrusted themselves to the heavens to fight for a common purpose. This is the true origin of bushido, the code of the samurai."

One way or another, you'll probably feel that Odama doesn't quite work. But there's such love in it, so much needless, thankless extra toil and detail, like using the Ninten bell as an excuse to remind us of the etymology of a very familiar name, that at the very least a few more radars deserve to be tuned to Saito's movements in future.

Anyway, I'm usually loath to advise rentals, but in this case I'll make an exception - not because I'm copping out, but because I want you to fail. Failure's rarely been as interesting as it is during your first hour here, and if you care about games rather than simply caring about which games are good, you'll want to play it for at least that long.

6 / 10

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Comments (36) Latest comment 6 years ago

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  • Teeth #1 6 years ago

    Love the strapline. Perhaps it should be missing the "I" though?
  • Kami #2 6 years ago

    Not a pinball fan much, but this always looked odd. Interesting, but odd.

    Not entirely surprised it hasn't worked out well... was a VERY adventurous concept to begin with, and I applaud this game for breaking the mould somewhat... but I will definitely give it a rental first. Never know...

    Anyone remember Pinball of the Dead on the GBA?
  • UncleLou #3 6 years ago

    Screens look like a Shogun: Total War / pinball crossover. Weird.
  • Teeth #4 6 years ago

    I'm well up for it after Gremmi's hands-on in the forearm.
  • itamae #5 6 years ago

    6/10 eh?

    Doesn't matter though, I've just bought it. \o/
  • JohnnyWashnGo #6 6 years ago

    Think I will pass on this one.

    I am all for interesting and innovative new games, especially for the oft neglected Cube, but Odama has the appearence of a game that doesn't work.
  • jellyhead #7 6 years ago

    I'll order online on monday, this looks fun.
  • smoison #8 6 years ago

    Its a shame this cost 60 bucks. After all it is a pinball game.

    But hey, the way the Gamecubes going, it will be in the bargin bin soon.

  • asphaltcowboy #9 6 years ago

    Sounds interesting!
  • itamae #10 6 years ago

    "Its a shame this cost 60 bucks. After all it is a pinball game."

    60 bucks? Where do you buy your games? It's 30gbp/50€ at all the usual places.


    "But hey, the way the Gamecubes going, it will be in the bargin bin soon."

    Cube games never drop in price! Never ever! Sad but true... ;-)
  • space_ace #11 6 years ago

    i remember simtower!!!
  • smoison #12 6 years ago

    "Cube games never drop in price! Never ever! Sad but true... ;-)"

    That is often the case for super games like "Mario Kart", I was however able to get Metroid Prime Echose 2 for 20 Euros.

    And if you look at play.com you'll see Spartan:Total war is now ONLY Euros!

  • smelly #13 6 years ago

    I CANT STAND metroid.. so i wouldnt get it at any price.
  • ROCKSTORM #14 6 years ago

    Sounds interesting! The strapline is pure genius!
  • toy_brain #15 6 years ago

    One question.
    Is it possible to play the game without using the microphone?
    I always feel a bit of a plonker if I have to do something like yell at an inanimate object just for the sake of a videogame.
  • jmctavish #16 6 years ago

    I'm followed this game for too long to not get it based on one review. Do you reckon Gamestation will have it? that's where I usually get my games.
  • jmctavish #17 6 years ago

    Cheers, I think I'll have a look for it in Glasgow over the weekend. If it's crap I can always sell it on Ebay to make some cash back.
  • ChrisS #18 6 years ago

  • DaM #19 6 years ago

    You tell them Gremmi! This game is obviously excellent.....! Anything involving pinball should have a handicap of +3 in my book.

    If you get fed up with it, jmctavish, I'll take it off your hands, you can fire it over to the Southside.

    Nintendo stuff seems to bring out the fanboy in me....despite being very multiformat...
  • MadMirko #20 6 years ago

    I don't get the review. Why apologize up front for a not being able to describe Odama's non-generic form, and then not even try?

    This should have been a 2 page review, _because_ it's not your run of the mill pinball / strategy game. Not so much for me (the game will be mine tomorrow), but for people who really have no idea what Odama is about and won't risk the 50€ blindly.

    Personally I'm quite excited about Odama, as there was nothing like it in my 25 years of gaming.
  • TripSkyway #21 6 years ago

    Interesting read. Would like to give it a try.
  • Daikon #22 6 years ago

    6/10? Still, it's such a crazy concept that I'll just have to get it!
  • smelly #23 6 years ago

    Which is why i dont shop at game. Game are scum.
  • BartonFink #24 6 years ago

    Most shops over here (Ireland) don't even stock Gamecube hardware or software anymore. Sad but very true. Kinda sorry I traded my Cube now this looks kinda interesting.
  • Nikanoru #25 6 years ago

    Here's a gameplay video for who hasn't seen it. It makes the game look a lot better than those screenshots...oh and turn on the sound. I was smiling from ear to ear.
  • bauhaus #26 6 years ago

  • smelly #27 6 years ago

    >Kinda sorry I traded my Cube

    considering cubes are like 30 quid now brand new.. that was quite a stupid thing to do surely? Lose a console (which probs has loads of back catalog u havent played yet) for the benefit of something like a tenner?

    ho hum your loss .. :-D

    I cant decide about this at all. The press seem to hate it, but jo public seems to like it.. I might just rent it.. shit.. no-one's stocking cube games any more.. sigh

  • smelly #28 6 years ago

    Well part of the reason for lack of 3rd party support is down to game stores.

    If you bring out a game on all 4 platforms (inc pc) then you're taking up a lot of shelf space with one title. The gamestores dont like that, and so insist there's less versions of the title, or they'll not stock so much for each platform.

    So they have the developers over a barrel on it. Most developers Ive spoken to dont care, and would love to have their games on all the platforms available (as that'd surely equal more sales). But they seriously cant, because in reality it means LESS sales.

    Whether you think this is a good or a bad thing is down to you.
  • Teeth #29 6 years ago

    Yep, attacking game shops for not stocking the cube is shooting the messenger. Nintendo are to blame, followed swiftly by third-party publishers.
  • smelly #30 6 years ago

    Well I just explained why i personally am attacking the stores.

    I'd persoanlly put it in the fault order of shops first, followed by consumers :-)
  • smelly #31 6 years ago

    Im not saying they arent supporting them out of spite.

    If a games store tells a games publisher they dont want to stock 4 different versions of the same game. Said publisher will then pick the best selling 3 wont they?

    It's naieve to think that publishers/developers dont support the cube as they dont sell at all. They probably would sell almost as many as the xbox version.. But that's the word .. "almost".. and if the shops will only let you stock 3 versions..

    See?
  • smelly #32 6 years ago

    It makes common sense when you think about it. Shops only have a certain amount of shelf space.

    Some people are so naieve. Why me saying this is being a "fanboi" is beyond me.
  • reality_cheque #33 6 years ago

    Cool, it's not often enough that I get surprised by a game concept.
  • ChrisS #34 6 years ago

    Never has being so baffled, frustrated and just generally confused been so entertaining.

    A must-PLAY, if not buy, though I think all Cube owners with a taste for the unusual should give this a bash.
  • Bakerman #35 6 years ago

    I really like this game. It a decent pinball implementation with a heavy dose of strategy added to it.

    About using the bongos to boost morale: the manual makes no mention of it. I tried plugging in my set of bongos and drumming them while playing, to no effect. Has the feature been dropped?
  • Duckers #36 6 years ago

    I have lost faith in Gamestation recently. Their selection of Gamecube games is waning. GAME's prices are diabolically high, and I haven't got HMV in my nearest town.

    Suggestions, anyone?

    PS: Strapline? Amazing.
    PPS: Azmol01? You work in GAME? Jealousy rating? Increasing...