Odin Sphere

Odin Sphere

released on May 17, 2007

Odin Sphere

released on May 17, 2007

The nation of Valentine was once a grand kingdom with powerful magic. With the power of a magical relic known as the "Cauldron," King Valentine subdued the neighboring nations and brought them under his control. His kingdom enjoyed a long period of prosperity... but a sudden disaster destroyed it overnight. War broke out between the Fairy Kingdom of Ringford and the warrior nation of Ragnanival over ownership of the now-abandoned Cauldron, and control of the wasteland that was once Valentine. With the battle growing fiercer by the day, Demon Lord Odin, King of Ragnanival, sets forth a plan to conquer Ringford and claim the Cauldron once and for all. Meanwhile, in the neutral realm of Titania, King Edmund had become a puppet king of his court sorcerer Urzur, who schemes to follow a forgotten prophecy and bring about the Armageddon; a prophecy stating that the world will be destroyed in five great disasters, but the survivors will become kings. As the nations struggle for control, the world steadily slips unknowingly toward its demise, and the prophecies become clear...


Released on

Genres

RPG


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I think Odin Sphere really demonstrates the beauty and dangers of Vanillawares commitment to exclusively lush 2D games: on one hand, this creative constraint breeds alot of novel and compelling game design decisions; on the other hand, this can be a costly endeavor if youre not careful about your genre. Without a big budget, Odin Sphere takes some repetitive cost-saving measures that keep it flawed but promising.

For example, circular rooms for a platformer are an extremely smart and elegant solution to the challenge of keeping 2D worlds from feeling like flat planes with unreal perspective. Layered, parallel storytelling with multiple characters also offers an excuse to reuse some assets and enemies while still having an engaging, rich narrative (in some ways even richer than linear storytelling). Odin Spheres issue is a matter of poor foresight.

Would be five stars if not for the fact that the remaster exists, because hot damn did that feel so much better to play. Still one of the best of all time, and instantly made me a Vanillaware die-hard for life when I first played through it back in 2010.

When I finished this game I told myself to never forget how aggravating to play it is, no matter how nice it seems in art and concept.

This was a game I would've loved to finish but found it almost when I was not playing with PS2 anymore.

Fun, but the PS2 version with it's horrible slowdowns is barely playable.

Vanillaware debuted with an MMO before establishing themselves as champions of the lush, luminous, partly hand-drawn style of graphics (of visual feasts such as Legend of Mana & SaGa Frontier 2) with Odin Sphere. A spiritual successor to Princess Crown, this 2D brawler's main appeal is not the storybook-like setting they aimed to recreate, but the fluid, elegant quality of its animations that update Valkyrie Profile to the next generation. In fact, the plot (spanning multiple interweaving routes) is far less important than the atmosphere generated by its fairy-tale critters and ominous backgrounds, a contrast that sometimes lends the feeling of a wonderland devastated by endless invasions and warfare. Even its characters seem like minor accessories in spite of - not coincidentally, their designs; its art is all visual.

Therefore it certainly isn't the smoothest or most advanced of beat-em-ups. Lengthy recovery (whether for offense or knockdowns) and stamina curb the flow of gameplay a little too much, and - with the exception of Oswald and Velvet, its physical movesets are limited the way old-school brawlers are, possessing only one combo string and a few situational moves. Nonetheless, their combat - taking place in small looping stages, succeeds in its command over ground and air space (handled by its five playable fighters in different ways) and in the vital roles items & magic fulfill (the first devoted to utility, EXP and especially crafting, and the second as powerful limit breaks charged by defeating foes). Their effect redistributes ARPG gameplay between fighting, looting, mixing and deploying.