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Nintendo lives and dies with innovation. They are unafraid to take risks and gamers everywhere, regardless of their console of choice, are better for it. But every so often, even Nintendo takes a misstep. Odama is one of them. visuals But quantity often won out over quality. Much of the detail in a level is grainy, and it never feels like Odama can keep up with its own speed. Levels were sometimes a strain because I didn't recognize a required object quickly enough through all the commotion; and since each level is timed, any delays usually mean failure. Give credit, though, to the sheer number of moving parts Vivarium and Nintendo crammed on-screen; it does have it's moments of beautifully rendered chaos. audio gameplay For a game based on the idea of simplistic controls--a verbal command of "move left" replaces a "move left button"--Odama is unpleasantly complex. Each controller button is used, and most will be pressed at least once in every battle. Add to this the need to hold down X while speaking into a microphone and many brains will quit on their bodies. It's not that the system doesn't work. In fact, it's technically flawless. Troops never miss an assignment, they never misunderstand and they even pick up on what a misspoken player meant to say. Like any army, they only follow a leader they respect. A meter tracks army morale, which lowers when the Odama kills friendly soldiers and raises when the player gives aid, usually by sending in extra attackers. Maintaining morale is crucial, as a mentally defeated army will stop responding to commands. Some special items, particularly the recruiting power of the green, glowing Heavenly Odama, spice up battles and permit moments of sheer pinball joy. Later levels have players controlling two sets of flippers at once, and some stages require strategic planning, such as seizing a catapult or controlling a river dam, all done by speaking the appropriate commands to your troops. It's all just more difficult than it's worth. While the game has multiple available verbal commands, players can get past nearly every level speaking just two (and sometimes only one) orders. Instead of strategy, brute force takes over as keeping track of the Odama is tough enough. Rather than blend the two genres, Odama is stuck in between. It's too fast and wild for any tactical planning, yet requires too much planning to allow for a fun game of pinball. multiplayer overall
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