Omno Review

 
 

Omnomnom

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Funded through Kickstarter, Omno is the passion project of Jonas Menke, a former animator. This pedigree lends itself not so much to the animation, but to creating a cinematic sense of grandiosity through clever transitions between levels that occlude one’s view, allowing for new environment to be revealed to the player’s eyes as if through the drawing back of a curtain.

The sense of anticipation is completed by stirring music which while beautiful and suitably inspiring, only hits the one note of anxiety then release throughout the game, in stark contrast to the skilful and nuanced visual direction, with each tease leading to an aesthetically new consummation. And the simple visual cues within each level which direct the player towards their goals do not take away from the naturalistic aesthetic in the same way clear sign-posting in many platformers does.

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Each level is filled with several platforming segments or puzzles—or passages containing both. Orbs of energy or little snippets of exposition are the reward for completing them.

Jumping from block to block in a certain order, or arranging switches so that Omno can teleport from one place to another unimpeded, most of the puzzles are simple; yet due to the flowing way in which they are placed in each level and the speed with which the player breezes from one to the other only to be forced to pause for thought—if only for a moment— they nevertheless add a welcome layer of friction to progression through the levels, and it is very satisfying to solve them all before moving on to the next area.

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The platforming is similarly simple, but here this simplicity is hindered by the awkward inconsistency of the jumping mechanic. While running to the end of a platform, it is important to jump a few footsteps before the very end, for if one attempts to time one’s jumping to perfection and jump with the last step as one might expect to in most platformers, this will actually result in one running off the edge and falling.

Nevertheless, the double jump mechanic being a horizontal dash forwards, and the extra mechanics given to the player as the game proceeds, such as surfing, gliding, or teleporting, make for an enjoyable if simple platforming experience—when it works.

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However, the biggest appeal of Omno is not the platforming or the puzzles, but the world in which it takes place. Taking its inspiration from the likes of Journey and Ico, Omno is a lush voyage through alien terrain, moving through platforming clichés such as deserts, forests and arctic tundra in a way that manages to be interesting.

Drawing on a pastelly colour palette and a stylised aesthetic which brings to mind Outcast, a powerful and intriguing sense of place is created: leaves, flowers and animals are varicoloured, and the latter frolic around each in their own unique manner; sometimes forming part of the platforming or puzzles.

While the snippets of text are not nearly as rich as the thematic equivalents in Ico or Journey, the cute story of comradeship that develops with a small flying green creature Omno meets along the way is endearing in a Dreamworks sort of way—an influence from animation which, again, moves Omno in an interesting direction.

Nor does it outlive its welcome. Gradually building on its simple mechanics, Omno goes from awkwardly clambering around the rocks of a swamp to soaring through the sky, and Jonas Menke has the sense to know that there is not much further the game can climb. Simple yet awkward, clichéd yet original, Omno is a surprisingly interesting mix of contrasts, all which make for an engrossing and relaxing experience; one that will stick with me for some time to come.