Some levels have your mote floating around in space while in others you’re stuck in an orbit you have to alter. Odyssey is really just an introduction to the different gameplay variations. The only problem is that it feels like a lot of work went into a few mechanics that were never further built upon. Furthermore, when you speed up and slow down time, the music does so accordingly as well, which is a great little effect.Īll in all, Osmos is really wonderfully and carefully designed. But it’s definitely the correct genre for the game’s patient pacing. Make no mistake none of this music is going to get stuck in my head. It’s essentially all ambient, electronic stuff from real artists (artists I’ve never heard of, but then these aren’t really tunes from my favorite genre). The music completely fits the game’s mood. For what the game is, the graphics don’t really feel as though they had to be that impressive, but it’s clear a lot of work went into them all the same. Considering that, from afar, it’s just a sparkly blue dot, up close your mote is a shockingly detailed thing complete with particle effects, wispy animated lines around its outside, and a funky design at its center. And zooming all the way in on your mote is consistently impressive. The graphics don’t change up much from level to level, but zooming out to a huge field of little motes all packed together is a pretty awe-inspiring image. It’s a simple, but ingenious idea to consider making menu access a simple matter of using more fingers, rather than clogging up the screen with a menu button. These may sound like minor things, but I’m always very impressed with titles that demonstrate that intuitive thought went into working with touch-screen controls. Tap with three fingers at once to open the in-game menu. You tap with two fingers to retry after game over or to move onto the next level at each level’s end. Pinching and spreading your fingers zooms in and out. Alternatively, once you’ve gotten fairly big you can speed up time and allow gravity to bounce you around the level, picking up remaining motes. This becomes key as you can save your mote from certain death, Max Payne style, by slowing time to a crawl and quickly expelling loads of mass. You are also able to slow down and speed up time by swiping your finger left and right respectively or holding down and sliding left and right for more accurate time control. This means the majority of the game is about precision movement and, when in pursuit of other motes, trying to judge how much of your mass you can afford to lose without getting so small that you’ll be the one absorbed once you get there. What’s actually happening is your mote is expunging tiny particles of itself in the opposing direction. You must tap repeatedly to accelerate faster. It might initially go counter to your expectations, but you tap anywhere behind the mote to propel it forward. The controls are actually pretty fantastic. You get different objectives for each level with some instructing you to absorb a specific mote, but most of the time you’ll receive one of two objectives: “Become the biggest” or the charmingly straightforward “Become huge.” If you run into a mote larger than yourself, it’ll absorb you and you’ll have to retry the level. As you propel your mote about, it absorbs smaller motes and grows larger. Every level starts you out at quite a small size floating around with a series of other motes-some bigger, some smaller. You play as a single-celled organism called a mote. Unfortunately, the game doesn’t do a whole lot with these elements. The detailed graphics, clever gameplay, and inventive controls are immediately engaging. Osmos is a beautiful, ambient physics puzzler about a single-celled organism navigating its way to greatness. Being a particle is fun for a little while.
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