Yoot Saito's Odama Update
We check in on one of the most unique titles headed for the GameCube library.
It's been quite some time since Odama first appeared on the horizon for the GameCube. The unique title, a "you need to see it to believe it" mix of pinball and feudal Japanese history, first caught our eye in 2004, when it was shown in embryonic form on the E3 show floor. However, the game's promising first impression was just the tip of the iceberg, as evidenced by its showing at this year's E3, where more of the game, including its voice-recognition feature, was unveiled. We got a closer look at the game at Nintendo's recent press event to see how development is going as its early-2006 release closes in, and are pleased to report the game is shaping up nicely.
If you look behind Odama's quirky presentation, you'll actually find a story to frame the original title's pinball-based mechanics. You'll be cast in the role of Kagetora Yamanouchi, the exiled son of a great lord who was betrayed by his friends and killed, which has resulted in Kagetora's current situation. With his father murdered, Kagetora is cast out with the only two treasures left, the few followers loyal to his family and the odama, a large quasi-mystical metal ball. Your goal is to reclaim what was taken from your father and restore the family name. (Hardcore Nintendo otaku will recognize that "Yamanouchi" is an alternate spelling of "Yamauchi," the name of the Japanese company's founder.) To do this, you'll march into the heart of your lost kingdom with your crew and your large metal ball. It's a tough and complicated matter, but thankfully you're helped by a family friend, who will serve as your advisor, as well as the philosophy of the Neenten-doh, which espouses that you sacrifice your needs for the good of your followers.
The game's story translates, for all intents and purposes, into a unique variation of pinball. You lead your men to victory by offering direction, flinging the family ball every which way on the battlefield, and getting your forces to advance. Your ultimate goal is to figure out how to get a group of your boys to carry a large bell to a gate, which is typically well-guarded, at the top of the screen. Each level will begin with an overview of the land, along with some helpful info from your advisor. To help maintain the game's atmosphere, Nintendo is opting to keep the Japanese voice--a rarity in a Nintendo game--and use subtitles. This ends up adding quite a bit to the odd atmosphere of the gameworld, which all works somehow. It also lets the game's localizers have a good deal of fun with the subtitles. While your advisor's hints are presented in a suitably dry fashion, the chatter from your troops can range from standard cries of "Yes, my lord" to much goofier fare, such as "Oww, burny!" when they catch fire, or not-so-subtle digs at your authority when they begin to lose faith in you. While it likely sounds a little weird, it's also amusing, and more than a little funny.
As far as the meat and potatoes of the gameplay goes, Odama is its own unique animal when it comes to its mechanics. The core mechanics are basically pinball. You'll use the left and right triggers on the GameCube controller to manipulate the "flippers" you'll find in each level. The number of flippers will vary per level; though you'll always have one set at the bottom, the larger levels will feature a second set. The analog control stick will let you tilt the entire landscape to a degree when needed. The Z button will let you deploy men. The D pad will let you target different objects and locations on the map that you can send your troops to. The A button will let you fling out rice balls that you can use to feed your men or distract enemy forces.
Odama (w/Bonus Microphone)
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- Publisher(s): Nintendo
- Developer(s): Vivarium
- Genre: Puzzle
- Release: Apr 10, 2006 (US) »
- ESRB: E10+
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