1930: Fun with Harmonics

Spent some more time with Omega Quintet today, and I am, as I may have mentioned a couple of times already, absolutely thrilled with how enjoyable it is — and that it’s much more than a reskinned Neptunia. Don’t get me wrong, you know how much I love me some Neptunia, but I’m glad that Compile Heart and Idea Factory weren’t resting on their laurels with this one; it would have been very easy indeed for them to simply lift Neptunia’s admittedly very fun combat system and plonk it in Omega Quintet, but instead Omega Quintet has something all of its own.

Perhaps “all of its own” isn’t quite the right description, mind, since Omega Quintet’s combat is executed as something of a curious blend between the battle systems from the Atelier series, the Ar Tonelico series, The Legend of Heroes: Trails in the SkyFinal Fantasy X and Final Fantasy XIII. That’s quite a mixture, but it works really well, particularly when you pull off something as enjoyably silly as this:

The above sequence was recorded at just level 20, by the way; I shudder to think what numbers the girls will be putting out by the end of the game.

Interestingly, the game doesn’t bombard you with the complete combat system right from the get-go; it gradually increases in complexity over the course of the first few chapters at a fairly sedate pace, allowing you to get comfortable and familiar with each new concept before a new one is introduced. Ultimately, by the time the complete battle system has unlocked, you should be well familiar with all the possibilities it has to offer. At about 15 hours or so in, I haven’t seen everything the system has to offer, yet; for some, this may draw unfavourable comparisons to Final Fantasy XIII, which was lambasted for having a “20 hour tutorial”, but it’s worth noting that Omega Quintet does sidestep this issue a little by being somewhat less linear than Final Fantasy XIII was; at any given moment, there’s a bunch of sidequests to do, hidden treasures to find, new areas to open up, items to craft, special items to unlock and all manner of other things to do. (And besides, there was nothing the fuck wrong with the way Final Fantasy XIII did things, anyway. So there.)

Here’s roughly how the system works. Like the Neptunia games, you can get the advantage at the start of combat by attacking an enemy before they come into contact with you; conversely, letting an enemy touch you from behind will give them the advantage. How battle begins sets the opening initiative order, and from there the game follows a clear to understand turn order system, reflected by a graphical representation down the side of the screen.

Each party member has a number of actions per turn, increasing as they increase their overall proficiency with each of the game’s five weapon types — axe, gun, spear, fans and gauntlets. These actions can be used to attack, use a skill or use an item, and when all the actions have been chosen, the party member performs each of them in sequence before the turn order moves on to the next combatant. Of key consideration when choosing skills is the “wait time” — more powerful skills will push the party member’s next turn further down the turn order, potentially giving enemies the opportunity to attack several times before she can go again. Conversely, certain skills increase the enemies’ wait time when they successfully land, so you can manipulate the turn order yourself to a certain degree.

Attacks, skills and even items have an effective range, represented by coloured lines on the ground. Do something to someone in the green area and it will be most effective; then comes blue, yellow and finally red, which means you either can’t do the action at all, or it will be at severely reduced effectiveness. Certain attacks and skills also have a radius, either circular or a range of “tiles” horizontally, vertically or both, meaning you can hit multiple enemies at the same time. At the start of a party member’s turn, you can move them forward or backward in the formation, allowing you to manipulate the positioning to your advantage. There are also “knockback” skills, which are self-explanatory, and “reverse” skills, which… uh, I’m not entirely sure what they do.

Here’s one thing I have to nitpick slightly; there are certain aspects the game doesn’t explain very well or, indeed, at all in some cases. The stat names, for example, don’t take the usual Attack/Defense/Magic Attack/Magic Defense/Accuracy/Agility format from other Compile Heart games; instead we have Song Power/Stamina/Knowledge/Divinity/Technique/Vitality. You can work out what they are from a bit of experimentation, but it takes a bit of adjustment. Likewise, some of the status effects and added effects (such as the aforementioned “Reverse”) aren’t made very clear at all, though again, you can probably work these things out for yourself.

Personally, I’m actually all for games encouraging you to figure out some of their mechanics for yourself. You don’t need to understand these things to get a kick out of Omega Quintet, but if you’re the sort of person who likes to min-max your characters and have them fighting at maximum effectiveness, be aware that you’ll need to get your hands a little dirty — particularly as the characters in Omega Quintet are significantly more customisable than, say, the Neptunia girls, who don’t allow you to take any control over their development at all, though they do allow you to set up your own custom combos according to how you like to fight. In other words, Omega Quintet’s apparently deliberate obtuseness at times will be a turn-off to some people, but personally, I actually like not being spoon-fed absolutely everything.

Anyway. It’s good. Real good. And I can’t wait to play more. So I’m probably going to do just that right now; I’ve got a combo record to beat, after all.


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