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A soul-sucking parallel world
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Nov. 24, 1999 |
Of course, since this is a video game, it's your duty to free the residents of Omikron from these multilayered oppressions and bring freedom and individuality back to these embattled people. Just don't let your soul get sucked, or you'll never return. Welcome to Omikron: The Nomad Soul, perhaps the most ambitious, absorbing and utterly complicated adventure game to hit a PC. Developed by the French video game company Quantic Dream, and produced with the help of Eidos Interactive and David Bowie, Omikron: The Nomad Soul is one part sci-fi wonderland and one part action-adventure challenge, with a healthy dose of postmodern commentary to boot. Also Today The man who fell to mirth
As the game opens, a man who calls himself Kay'l stumbles onto your screen and begs you to help save his world, by transferring your soul into his body and heading back to the world of Omikron. If you accept (which is your only option, of course), you are dumped -- dazed and confused -- into a back alley in Omikron. Your task is to figure out where you are, why you are there and who Kay'l was, while fighting off a few hundred demons, thieves and robots along the way. Initially, you are given few clues to these mysteries, other than a hint that you should visit Kay'l's apartment. The rest you'll figure out along the way, as each place you visit points you toward your next interaction. In Kayl's apartment, for example, you'll find the Koopie lizard, which brings you a hidden key if you feed it Koopie food; the key you'll later use to unlock a box, which will give you a message telling you where to look next. Or you'll visit the Security Administration, where Kay'l works as a policeman, and talk to your fellow co-workers about the cases Kay'l was working on before he left. Fliers you find on tables in the bars will lead you to concerts, competitions and yet more clues to the unfolding mysteries of Omikron. If you aren't quick on the uptake, you could easily spend hours upon hours wandering aimlessly without a clue. There were moments when I definitely wished for a good cheat sheet. Fortunately, you can buy advice, if you've been wise enough to save up on magic rings -- although the advice offered is often as vague as the clues. (I was lucky enough to have a direct line to one of the game's designers, a rather sneaky but useful way to solve some of the game's trickier puzzles.) It's not a game for the easily frustrated, although it's easier than, say, Myst.
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