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GAMES

OMEGA BOOST
Sony PlayStation
Copyright © Sony Computer Entertainment, Inc.
1 Player
3D Shooter
SCPS 45399
Available Now in Japan
Where to buy

—by Kenneth Lee








From seemingly out of nowhere, OMEGA BOOST arrives on the PlayStation, made by Polyphony Digital, former internal team at Sony Japan, and creators of such wonderful magic as MOTOR TOON GP and the ultimate racing game, GRAN TURISMO. While Polyphony has proven beyond a doubt that they can do racing games, doing a 3D mech shooter is something totally different: Capturing the feel of outer space dog fighting, mech physics, proper weapon implementation and just balancing out the game to make it fun is a huge task that usually takes developers years (or many iterations of a product) to master. And yet on the first try, OMEGA BOOST is dead-on perfect in that aspect. As with GRAN TURISMO, Polyphony seems to have captured the very essence of anime-style, space mech combat in OMEGA BOOST. UNiT / Bandai could learn a thing or two after the wretched MACROSS VF-X game. That game, while bearing the wonderful MACROSS name, sporting the entire barrage of mechs from the MACROSS universe, and some great anime cut scenes and idol songs to boot, failed horribly with the most important aspect of any game, the gameplay and controls. It is the greatest irony when something you wished for (great controls and gameplay) turns out to be no less important than something you originally overlooked (the overall MACROSS universe and 'interface' for the game). This is the unfortunate case with OMEGA BOOST. While sporting the finest anime-style space mech combat ever featured in a video game, that is also the only thing OMEGA BOOST has going for it, and at that, it fails to have any memorable, endearing qualities and ends up to be nothing more than a generic "great 3D shooter."
  When first demoed at the Spring Tokyo Game Show '99, this game showed great promise. Players were able to play one stage in the game and in it, you could fly around anywhere in your mech and blast away legions of enemy mechs, mobile satellite units and giant enemy battle fortresses! From there, Sony provided a sneak peek (illustration gallery) showing conceptual sketches for the mech and various control rooms and environmental layouts. Naturally, expectations were flying: If the creators put 100+ cars in Gran Turismo (and all of them very cool and unique), imagine what they could do for OMEGA BOOST! They could put transforming mechs, old-school, giant 'Gunbuster' / Mazinger-style mechs, or Mobile Suits and Gundams, or tons of variations in-between. Imagine actually having space cities that you could visit or stopping by the command center (that they drew sketches for)—i.e. having an actual free-roaming, SNATCHER type interface (being able to roam around the city or wait for the next mission). I mean, if the crappy MACROSS VF-X game could set such a great tone and atmosphere (saving the Milky Dolls and piloting through different MACROSS environments), OMEGA BOOST could do it easily as well, right? Wrong.
  OMEGA BOOST features one (and only one) mech that you start out with and finish the game with. Well, there must tons of different types of weapons and armor you can get and level up, right? Wrong again. While you can earn a "Viper Boost" super attack later on, that is the only thing you can get. To add insult to injury, the premise of the game is ultra-cheese, B-movie sci-fi garbage featuring live action actors who unfortunately only detract from the game. In fact the premise has you going in to destroy the core of this 'reactor' in a huge mechanized ball, that is called the "Death Star," er, I mean, AlphaCore. While it could be seen as a 'tribute' to Star Wars, overall it smacks of a lack of creativity or design, and seems more insulting than anything else.
  Don't get me wrong, OMEGA BOOST features the finest anime-style mech fighting ever seen in a game, hands down. When you first turn it on, you can't help but think that you are finally playing that video game that Max and Myria were playing in the arcades in Macross City when they first met! OMEGA BOOST captures the feel of blasting away at enemy pods or rushing head-on against an entire Zentraedi space armada! Many a time when you go one-on-one against various mech bosses, it feels just like you are Isamu Dyson in your YF-19 chasing after Guld in his YF-21 in MACROSS PLUS. It is that good! When you are dog fighting one-on-one against fast enemy fighters, they will hit their 'boosts' and you can see 'sonic booms' trailing them as you frantically chase after them trying to get a lock-on. You can twist and turn quickly with your mech and fire away a barrage of laser shots, all while 'side-boosting' and maneuvering around their streams of bullets!
  The controls are tight and responsive, using full Dual Shock Analog support, allowing you to use the analog pad for movement of your mech, while using L1 to 'Scan' (Lock-on and Strafe), L2 to 'Viper Boost,' Circle button to 'Boost,' and X to 'Fire.' These are the essential controls and they are very easy-to-learn and immediately become second nature. The framerate is also solid, around 30 fps, with almost no slowdown ever. So what could be wrong? After all, the core gameplay and controls are nearly perfect. The answer is simply that there is not enough of a story or a well-thought out universe to encompass and house this godly engine. As strange as it sounds, that is a huge deterrent to the game and ultimately is its Achilles' Heel.
  With a great engine, and giving you the 'essence' of anime-style space mech combat and dog fighting, OMEGA BOOST is still a great 3D shooter, but a generic one at that. If all you want is to do is fly around and blast stuff in a mech, then look no further. But if you'd like a nice polish, high production values, and a solid universe / premise to encompass a great mech shooting engine, then OMEGA BOOST falls short. What's frustrating is that Polyphony and Sony were so close: It's almost as if Bandai should've given the MACROSS license to Sony and allowed them to use that as the universe / shell to encase the awesome engine of OMEGA BOOST. Instead of blasting away at legions of Zentraedi battle cruisers in your VF-1 "Skull 1," as Roy Fokker, you're in some generic mech blasting away at non-descript enemy targets. Instead of earning new weapons or new planes/mechs, maybe a YF-19 like Isamu's, you earn nothing (well, you score more points, but stay with the same mech). Instead of saving the "Milky Dolls" (OK, not the most original concept, but still, it originated from MACROSS, so it's still cool) or helping to defend the SDF-1, you take on the wanna-be Death Star. Sure the mech design for your mech in OMEGA BOOST is ironically by Shoji Kawamori, the original designer behind MACROSS (Robotech) and MACROSS PLUS, the mech itself looks like a poor man's version of a VF-1 Valkyrie fighter. Setting up important (and varied) missions, having a well thought out universe and more weapons or mechs would have put OMEGA BOOST into the upper echelons of classic gaming history. What we are left with is an important lesson that great controls and a solid engine alone do not make a great game: Story, premise, production values, and more interesting gameplay is just as vital if not more so.

Rating: 7.8/10


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