Unfortunately, the addition of fighting and first person shooter elements into the game mars what could otherwise have been an excellent straight adventure game. You are, well, you, thrown through your computer into the world of Kay’l, and you’ve got to figure out just what’s going on and how the hell to get back to our world. The storyline is excellent, with the requisite adventure game twists and turns. There are some really cool features in
Omikron, such as the Sneak, which lets you call a vehicle to go anywhere you’ve visited, and stores all your items for you. You can also possess other people’s bodies to solve various puzzles, which is a rather neat feature as well. If you don’t want to follow the storyline, you can just wander around the city and bask in the rather awesome virtual metropolis.
Problems crop up when you get to the fighting and shooting sequences. The fighting engine is weak and uninspired, and the shooter engine is the same. Both are more chores than joys, which is reminiscent of some action scenes in earlier adventure games (the various Sierra attempts at action scenes come to mind). As soon as you need to fight or shoot, you want to get it over with so you can go back to bopping around the city in whoever’s body you’re currently possessing in adventure-game style.
There’s also the problem of saving the game. There are magic rings scattered about the world, and to save your progress costs you these magic rings. Eh? I’m all for save points, to keep the creep-and-save method down to a minimum, but for Christ sake, give me unlimited saves! This is a pretty weak design decision, I believe, and something that adds nothing to the gameplay while adding to the frustration factor.
If you can look past the goofy action sequences, however, Omikron is a truly engrossing adventure game that will keep you guessing until the very end, even if you do know what the outcome should be from the beginning.