2:05 pm, August 25, 2009 -
Game Review: Osmos
After playing a couple of turns on Empire and then closing the game, I got the regular Steam advertising for new content. One of the games looked interesting, so I grabbed the demo and played it as far as I could and then figured that for US$8.99, the full game might just be worth it.
The game is Osmos, and is produced by Hemisphere Games, one of many small independents who are able to market their games through the Steam content delivery system and bypass the usual publishers and problems therein.
The game itself is quite simple – you are a blob (or an amoeba or somesuch), and you jet around by ejecting some of your mass in the opposite direction in which you want to travel (this can also come in handy in order to move other blobs as conservation of momentum is maintained in collisions as well).
Your basic goal is to feed on smaller blobs, and to not be eaten by bigger blobs. There are a variety of other blobs out there, although the game isn’t quite sadistic enough to throw all varieties at you at once. The game ramps up pretty quickly from the introductory levels, and leaves you with some incredibly difficult and frustrating levels towards the end.
The most amazing thing about this game is the realisation that it is a physics game – as well as the conservation of momentum, there are other blobs that ‘attract’, and these levels start you with enough motion to be in orbit. One of the most beautiful levels is the one where a number of attractors are orbiting another central attractor, and you are orbiting one these satellites. The difficulty comes when you have to carefully manoeuvre your blob into another attractors orbit without crashing into the edge of the level or any of the attractors.
Smartly, the game doesn’t limit the number of attempts you have on any level, and so you can keep trying until you can beat the level (or give up in exasperation after spending an hour or more). You also have the option to randomise the distribution of blobs, although this doesn’t apply on certain ‘crafted’ levels.
The graphics are simple, but elegantly so, and visual cues help identify when another blob is safe to approach or not. You also have control of ‘time’ in the game, so you can slow everything down to give yourself more reaction time, or you can speed up through any boring bits and cut down on waiting. The game also has a lot of ambient music – which helps to keep you calm while you start swearing at yet another seemingly impossible (and eventually winnable) level.
Good game, and not bad for the price, although I think it would sell more at $5.

