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10/19/99
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When the creation of Eidos' Omikron: The Nomad Soul commenced, French developer Quantic Dream set its sights on making a game that delivered the best of the action, adventure, RPG, and puzzle genres, while dropping in a fighting engine to rival that of the PlayStation's exceptional Tekken series. Shortly thereafter, Quantic pared down its big ideas and got focused. The result? A game that still sounds fatefully epic, but one that also sounds pleasingly reasonable. And, well, to make the game more appealing, it tossed in David Bowie, too.
In this 3D action-adventure, Omikron is the name of a city in a universe parallel to our own. The theme is eminently biblical, or less specifically, spiritual - you are a hero who must save your soul and your city from a "satanic" being known as Astaroth. Avoiding temptations and keeping the mortals mortal is your end goal here - or as Eidos calls it, your salvation.
You begin the game wandering around in the form of a person you are previously unfamiliar with (your essence is based in your soul, not your corporeal being). In this first instance, it is Kay'l, a policeman who disappeared while working on a serial murder case. Later on, you'll jump to different bodies, but the same skills you use in Kay'l's body will carry over to each new being. In any case, exploration, interaction, and selective reincarnation are the tools of the Omikron trade.
GameSpot spoke with Eidos' US producer, Tom Marx, and the UK producer, Herve Albertazzi, to get the full story. We asked them both about the storyline and the four cities found on Omikron. "Omikron is storyline driven," said Albertazzi. "David Cage, head of Quantic Dream and creator of the game, spent more than a year writing a solid story with a deep, well-thought-out background. It is first and foremost an adventure game with a strong plot. Action pieces, although a major part of the whole [Editor's note: that includes shooting and fighting sequences several times per chapter], fall in place naturally as conclusion or introduction to narrative or exploration parts of the scenario. They are, in other words, justified by the story. It... makes the mix more natural."
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