With so many games styled as ‘2D Metroidvania platformers’, any title hoping to make even the smallest of impact these days needs a USP that really makes it stand out from the crowd. A striking art style. An engaging and original story. New and innovative mechanics. Just something. Sadly, just being a decent and enjoyable addition to the genre often isn’t enough to avoid disappearing into the rapidly-expanding eShop void.
This is the problem Omega Strike is constantly struggling with. It’s a game that’s been made just fine. The soundtrack pops with the kind of wistful chiptune vibe that instantly gets your feet tapping, its retro-esque visuals doff the cap firmly at the likes of Metal Slug and the platforming and shooting bits jump and shoot just as they should. The problem is, all those well-made bits are lacking that vital spark that elevates the game above the competition.
There is a certain something Omega Strike hopes will give it that extra sprinkle of magic, but it’s neither new nor the best example you can find on Nintendo Switch. The titular outfit consists of three characters, who you can switch between at the touch of a button to make the most of their unique skills. Sarge is your all-rounder, with a machine gun that has a high rate of fire and modest range. Dex has a shotgun for short-range carnage and can double-jump to reach higher platforms. Then there’s Bear, who boasts a grenade launcher and the power to move heavy objects.
Each one can also upgrade to achieve an extra ability, such as Sarge’s roll, which enables him to move through narrow tunnels to reach new areas. It’s the only ‘thing’ Omega Strike really has to sell itself beyond the open-ended exploration and side-scrolling gunplay, so it’s a little odd that the game decides to remove the ability to switch between your crew early on. You start off so well, switching between your trio of mutant-bashing heroes, only to forced into playing solo as Sarge for a little too long.
Once you do eventually reunite the team, there’s very little impetus to swap between teammates while exploring each level, other than the necessity to exploit Dex’s double-jump or Bear’s bouncing grenade launcher. Compared to something like Broforce (which also uses a character-swapping mechanic) or Not a Hero: Super Snazzy Edition (which sold itself on a growing squad of foul-mouthed killers) Omega Strike’s trio lack any real personality. They’re functional, just not particularly fun.
With no XP bars to fill or special loot to collect (collectables are resigned to gold coins/skulls and red squares that can be used to increase your overall health) or the usual roguelike elements that make runs that bit more intense, Omega Strike too often has to rely on that overly-familiar platforming and shooting to keep itself interesting. Of course, there’s always going to be a certain thrill to filling in a map, discovering new rooms and killing everything in sight, but with very little risk and not much reward beyond spending your gold on gun upgrades, you’re simply left wanting more.
That said, there are some highlights to be enjoyed here. You can explore many of its open-ended 2D levels in any order you like, enabling you to reform your team and grind for gold/health squares at your own pace. Each of its locales (ranging from a lush forest sat atop warren-like caves to a danger-filled mining station) has a unique look, complete with a host of foes to vanquish and a final boss to dispatch. Omega Strike’s personality really comes out in the design of these foes, with everything from chainsaw-wielding mutants to projectile-flinging tentacles all vying to stop the team for good.
The bosses themselves aren’t particularly challenging (you can use health kits and items bought from the central hub of Tumbleweed, and these items don’t disappear even if you die and restart at a checkpoint) but they’re all designed to push you to use the tactics you’ve learned throughout the current level. Again, it’s nothing you haven’t seen before, and if you’re expecting Mega Man levels of difficulty then you’re likely to be disappointed. Much like the rest of the game, these big bads offer a simple, inoffensive experience at best.
Conclusion
Omega Strike is a fun and enjoyable little 2D Metroidvania with some side-scrolling shooter sensibilities. It doesn’t do anything particularly new or interesting – and its ‘unique’ character-swapping concept was done a lot better by Broforce – but if you’re looking for a modern tribute to Metal Slug that’s fun and challenging in a very familiar way, then Omega Strike is likely to scratch that common itch. Just keep those expectations in check as this isn't the most original or exciting example the genre has to offer.
Comments 24
I wouldnt call switching characters unique when Owlboy did it
Whatever happened to just having levels? I miss them and they should come back. Also "Metroidvania" is a ridiculous term as it only really describes Metroid games, the majority of Castlevania games particularly in the early years were nothing like that.
Rant over this looks a bit generic anyway 😀
But is it really a Metroidvania, with levels? How is the exploring aspect of the game? The screenshots make it looks like a sidescroller shooter, personally
@carlos82 Metroidvania is actually meant to describe the 'Vania games with open, non-linear maps and ability-oriented progress gating. It should never have become a game journalist buzzword, as it is slapped on everything with upgrades these days.
@carlos82 To be fair, the Castlevania catalogue does include a 'Metroidvania' or two in Symphony of the Night, Aria of Sorrow, Portrait of Ruin, Order of Ecclesia, Dawn of Sorrow, Circle of the Moon and Harmony of Dissonance.
@Fazermint @Bobb The term is also commonly used to describe gear-gated / ability-gated games. It's a buzzword for sure, but it's accurate - just like calling something a 'rogue-like' cos it's based on Rogue. There's nothing wrong with it.
@Damo I see, thank you for the explanation. Personally, I've come to mentally associate the term with everything there is in common between Metroid series and Castlevania SotN (and later titles), with emphasis on map exploration and treasure hunting.
But that might be just me
Edit: now that I think about it, most Zelda games include gear gates
@Damo can’t Wait for thé real eshop revamp... 3 categories: metroidvania, roguelike and generic showelware ...
@Damo if you use that description that adds so many games to the mix from Zelda to God of War 😜
Its just the Vania part which gets me as I always think of the classic Castlevania games which there are many and have nothing to do with this type of game. That and the genre has been done to death these last few years
@carlos82 It's a term which is usually only used when talking about side-scrolling 2D games though
@Damo Like Zelda 2? 😉
@Damo Yeah, there is nothing wrong with it, necessarily. I do notice that it is mis-used very frequently (not particularly on NL but just in general), and as a moderator of r/metroidvania it is becoming increasingly difficult to manage users arguing about what is and isn't MV. I personally reserve the term for "proper," full-blown metroidvanias with Symphony of the Night as the term's base. In the end, it's not such a big deal. Only problem is that gameplay expectations are very often broken, as in the case of Owlboy. It being referred to as a Metroidvania lured me into playing it, only to hugely disappoint me with its entirely linear structure (and general mediocrity, sorry guys).
@carlos82 Had Metroidvania been a term when Zelda 2 came out, it would have been called a Metroidvania for sure!
@Damo Boooooo
I should really get back to work
This was a fun game. Had a lot of metroid characteristics I enjoy in the genre. You get powers that let you blast through walls and floors that give you a reason to go back and explore previous areas. You collect life meter upgrades, and use cash to buy weapon range / damage boosts for your various weapons. But, I do play glames like this slower than most, and I was done (96%) at just under 6 hours.
@carlos82 In my opinion, the "vania" in Metroidvania means it's a Metroid-like game that also adds RPG elements like a level system, gear, etc, which is what SotN and later Castlevania games did, although these days people use metroidvania when they just mean Metroid-like.
As for the review itself:
"The problem is, all those well-made bits are lacking that vital spark that elevates the game above the competition."
I don't necessarily see a problem with this. A game can just have a simple mechanic and run with it. Sometimes a game's downfall is when it tries too hard to be unique. Celeste would haven been perfect IMO if it didn't tried to tack on the depression narrative which IMO was out of place, and instead just focused on what made the game fun instead of adding stuff in like the stupid golden feather which was frustrating and unfun. The Messenger tried too hard to justify the need to switch between the two art styles for no real reason other than "hey, it's cool!". And many 8-bit inspired games like Shovel Knight and Bloodstained use the the 8 bit theme more like shackles, where it's nice how they look but the way they play feels dated as if it really was an 8 bit game. But that's of course just one person's opinion.
If this drops to $5 or so someday I will pick it up I am sure. This is my favorite genre of games and a quick 6-8 hour campaign is always welcome after beating a meatier game. I also read mediocre scores for the Metroidvania Ghost 1.0 and actually thought it was very good when I completed it so I'm always open to try something new
I thought this was 2P? That really sealed it for me then lol. We're spoiled for choice on Switch, and I gotta really watch my pennies now, so I'll safely remove this from my backlog now.
Alas, Metroid and Castlevania were advertised as Action-Adventure games. And they were like, 2 hours long....
I was interested when I read "Metal Slug" but then I saw "Metroidvania" and my eyes glazed over.
I wish indies weren't afraid of proper levels. Blazing Chrome gives me hope.
@Spiders I agree totally. I think the Metroidvania thing is a way to stretch games out so they can be a certain number of hours for marketing purposes. I like short games. With all the Metroidvania games lately, I've started to have the thought "If few others are going to make older-style games, maybe I should look into doing it." I don't know, but I have had a few ideas recently that are a bit off beat and interesting, to me at least.
Blazing Chrome looks like my kind of game. I've had my eye on it a while. Hopefully, it turns out great.
Bought it and had a lot of fun for 5-6 hours. It's very straight and you get 100% very easy. I liked it a lot and it's more a 8/10 to me, because I like this kind of short games more than replayvalue, backtracking, customise games, where I have to spend hours with no content. I feel lost and wasting time while playing just to earn money to buy a new upgrade for my character...
I wanted to see what all of the "meh" was about, so I copped it on Saturday. I'm not quite sure where the comparisons to Metal Slug and Broforce come from, nor do I share all of the same complaints as Dom, but after a playthrough, I can generally agree with the overall score and sentiment.
It's just missing a certain je ne sais quoi. I think adding melee attack, downward smash and downward (possibly diagonal) fire to the combat system and some portal waypoints would have been beneficial with regard to overall engagement and pacing. I can't put my finger on the rest. It's enjoyable and refreshingly not buggy like most of the games coming out these days. But, that I don't know what...
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