games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 


Review: Osmos photo

Upon reading the title of this post, I assume you will have one of two reactions:

1. What the hell is Osmos what is this crap why are you wasting my

2. Didn't that game come out, like, almost three months ago?

To which I would say, in order, "shut up" and "yes." Osmos did indeed come out during the middle of this August, but we never got around to reviewing it. A few days ago, however, I received a review copy. But why bring the game up now, so far from its initial release date?

Because it's really, really good and you should try it out. That's why.

erere

Osmos (PC)
Developer: Hemisphere Games

Publisher: Hemisphere Games
Released: August 18th, 2009
MSRP: $9.99

I'm a lazy enough writer that I've used the phrase "I find it hard to describe (game X) in words" more than my fair share of times, but I can't help but throw it out once again when considering Osmos. After a few minutes of playing, I was tempted to write it off as a 2D, osmosis-based version of Katamari Damacy. A few minutes after that, I thought it was a straightforward puzzle game. Then, an action title. Then, a sci-fi version of billiards, for Christ's sake.

The beauty of Osmos is that it constantly defies classification while still remaining true to its core design principles. The game revolves around two very basic mechanics, and while it enhances and changes them throughout its thirty-odd levels, everything the player experiences remains grounded thanks to the game's devotion to exploring the implications of those basic mechanics.

Firstly: you are a blob, and if you touch a smaller blob, you absorb it (thus if you touch a larger blob, it absorbs you). Secondly: to move, you must shoot a portion of your mass behind you, thus propelling you in another direction at the expense of some of your size.

As mentioned earlier, the game initially plays like a simplified version of Katamari Damacy, where the player is asked to absorb progressively larger blobs until you become the biggest blob in the Blob Kingdom. This is marginally satisfying, but ultimately shallow. It's not until a few levels later that the purpose of these initial stages become apparent: they serve only to educate the player about how the blobs physically react on the playing field, and how to go about using them.

erere

Before you know it, the game starts throwing curveballs. Black holes appear, swirling the contents of a level around in a constant orbit. Just when you're comfortable with relatively sparse levels that give you the time and freedom to gain girth at your own pace, the game throws you into a stage packed to the brim with gigantic corrosive blobs that restrict freedom, but also force you to traverse the level in an entirely new and unusual way. A few minutes later, you'll be thrust into a level with only three or four tiny blobs, turning the game into an exercise in restraint and conservation of movement.

A game like Osmos derives its strength not from the act of haphazardly throwing different powerups and enemies at the player, but from its ability to force the player to think in entirely new and unpredictable ways. The mechanics gradually introduced throughout Osmos exist not simply to titilate, or relieve boredom: they ask the player to look at the things they've learned from a completely new perspective, to either gain new skills entirely or use the ones they have in an entirely new way. The central absorption and movement mechanics always function exactly as the player predicts they will, but everything else shifts and distorts the player's understanding of the game rules in consistently interesting ways.

Yes, the game may get fist-poundingly difficult at times, but it never actually feels unfair: every new challenge is simply an extension of those two initial premises, with no arbitrary additions or subtractions. The levels themselves never feel frustrating.

ere

Certain aspects of the overall design, however, do. For some reason, every keyboard shortcut requires use of the ALT button, which doesn't sound like such a big deal until you reach the final few, consequence-heavy levels and find yourself constantly needing to restart the level or randomize the blob layout everytime you die (which, in those stages, can happen as often as every ten seconds). Why ALT+C? Why not just C? Shortcuts and menus notwithstanding, the entire game is controlled solely with the mouse -- I wasn't exactly in danger of hitting any keys on accident.

Speaking of the mouse-only controls, I would very much like to have words with whomever decided that it'd be a good idea to make the player's blob -- otherwise known as the avatar which always remains the focus of your attention -- open the pause menu everytime the player clicks on it. The words in question would be, "please do not do that anymore." As I chose to move my blob around the map by clicking the area directly around it, I frequently found myself clicking just a smidge too close to the blob itself, summarily pausing the game and killing the mild sense of flow I was getting from the decidedly laid-back, sort-of-Zen-I-guess audiovisual aspects. By the time I reached the game's final level, I'd accidentally opened the pause menu enough times to predict the exact pitch and volume of the angrily growl that would exit my throat before it even did.

Osmos is more than worth its ten dollar asking price. The controls may irritate you and the game's attempt at a Zen aesthetic may come off as a little dull, but it nonetheless remains a constantly surprising, wonderfully unclassifiable, and, ultimately, damned satisfying piece of gaming.

Score: 8.5 -- Great (8s are impressive efforts with a few noticeable problems holding them back. Won't astound everyone, but is worth your time and cash.) 

dfd


Continue: More Reviews stories





prev next

16 comments | showing # 1 to 16

CapnCrunk's Avatar - Comment posted on 11/02/2009 01:09
CapnCrunk
Johnathan Blow told his blog readers to go buy this game, I downloaded the demo and it seemed kinda fun but I couldn't tell if the gameplay would become more interesting. Might have to pick it up after reading your review.
Company's Avatar - Comment posted on 11/02/2009 04:49
Company
I was sitting around on a couch passing this game back and forth between a friend and I a couple of months ago.

We started calling it "Eat Your Poop" after five minutes or so.

This might have nothing to do with how much I enjoyed that game.
Or maybe it is everything.
eddyb's Avatar - Comment posted on 11/02/2009 04:54
eddyb
Hi Anthony,

Eddy from Hemisphere Games here. Thanks for the great review! Really glad to hear you enjoyed the game -- we put a lot of love, thought and effort into it.

You're also spot on about the menu problem when clicking on the player mote. This was actually a recent update we made to the game to allow people to play without use of the keyboard. Good intentions - bad execution. D'oh. A number of people have been complaining about this and it will be removed (made optional, and off by default) in our next update within the week. Sorry about the frustration!

Thanks,
Eddy
Budr's Avatar - Comment posted on 11/02/2009 05:15
Budr
I really enjoyed the demo. The aesthetics were spot on and the risk/reward thing with the propulsion system is such a cool idea but the whole time I wanted to be playing with a controller. If it was feasible for the developers to implement better support for a 360 pad, I'd pick up the full version in a heartbeat.
natetehgreat's Avatar - Comment posted on 11/02/2009 08:39
natetehgreat
When a Mac version becomes available, I'm checking this out.

Interesting correlation (which I notice often): IGN gave it exactly the same score and an Editor's Choice Award. Obviously a number score isn't everything, when I hear animosity between the two communities (and to a lesser extent, the editors), I have to laugh most of the time.
beastrn's Avatar - Comment posted on 11/02/2009 08:57
beastrn
Yet to finish this as I've just reached the point where I can't breeze through each zone (near the "end") - now, I'm inspired.
Dexter345's Avatar - Comment posted on 11/02/2009 09:25
Dexter345
I played this at PAX. Ranked it fifth out of the ten PAX 10 games. It's good stuff.
Tarvu's Avatar - Comment posted on 11/02/2009 14:11
Tarvu
It has a Demo on Steam, I will try it.
RICHARD BLOCKER's Avatar - Comment posted on 11/02/2009 14:17
RICHARD BLOCKER
Didn't I read this post a few days ago? Or am I the crazy?
Dexter345's Avatar - Comment posted on 11/02/2009 14:40
Dexter345
@RICHARD BLOCKER: For some reason, it was up with yesterday's posts, but it went up just recently. I noticed that, though. It was behind some posts that I had already read.
sewerraccoon's Avatar - Comment posted on 11/02/2009 14:55
sewerraccoon
looks sweet, I'll have to give it a try when I get home
Tronjoy's Avatar - Comment posted on 11/02/2009 17:53
Tronjoy
I love seeing the creators of games comment on reviews like this and address the criticisms in a congenial manner. The review was enough to make me want to try it, but the comment might just make me go ahead and buy it.

Also, Anthony only likes non-mainstream games and is a poop head for not liking Mirror's Edge etc etc.
Roager's Avatar - Comment posted on 11/02/2009 18:26
Roager
yeah, richard and dexter are right, I read this last night... Dunno what happened there.

Anyway, sounds pretty cool, I might go give it a look-see.
Hamster Alliance's Avatar - Comment posted on 11/02/2009 22:25
Hamster Alliance
I finished this a while ago and it was pretty good. It's marketed as a calm and relaxing experience when it's really anything but that in the later levels. If you're playing the later levels calm and relaxed, the sentient motes will be larger than you almost immediately. Also, the impasse levels are a bitch as it takes so much mass and time to shift everything around so you can squeeze through. All that stuff took forever and got kind of frustrating. :P

Fun though, regardless. Rewarding even.
Mozgus's Avatar - Comment posted on 11/03/2009 00:36
Mozgus
I played through the first batch of stages weeks ago and just never felt the desire to return to this game.
tehredbaron's Avatar - Comment posted on 11/03/2009 05:05
tehredbaron
Uhhh...isn't this exactly like Art Style: Orbient for Wii Ware/GBA?
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos




    Win this!
    24 hour contest time GO: For the Glory (PC)



    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Left 4 Dead 2 review
    Call of Duty: Modern Warfare Reflex review
    Arkedo Series - 02 SWAP! review
    EyePet review
    New Super Mario Bros. Wii review
    Call of Duty: Modern Warfare 2 review
    Gravitronix review
    Mahjongg Artifacts 2 review
    Dragon Age: Origins review
    Lost Winds: The Winter of the Melodias review
    more reviews
    Online Lessons 101 Monster Slaying in Monster Hunter Tri
    Hooking onto, under and above Just Cause 2
    PS3's 256-player MAG
    Rooms The Main Building
    Skate 3
    Hudson's bringing back the Bonk
    James Cameron's Avatar
    Bomberman Battlefest
    Calling
    Bad Company 2's multiplayer
    more previews


    - The Dtoid Army is 50630 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Chad Concelmo: The Memory Card .76: Brotherly love





















    More Destructoid Originals




     Popular now more






















    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006