
Разработчик: Hemisphere Games
Описание
Ваша задача — расти за счет поглощения других организмов. Двигайтесь, выплевывая из себя материю. Но будьте осторожны: при движении вы уменьшаетесь. Расслабьтесь — побеждает тот, кто умеет ждать.
Ключевые особенности:
- Финалист фестиваля Независимых Игр (Independent Games Festival) в трех категориях: «Гран-при Шеймаса Макнэлли», «Совершенство в дизайне» и «Техническое совершенство»
- Прогресс: от безмятежных легких уровней до всё более сложных и разнообразных (47 уровней + дополнительный контент)
- Противостоящие аттракторы, репульсоры и сферы с интеллектом, преследующие те же цели, что и вы
- Входит в десятку лучших игр 2009-го года по мнению игрового фестиваля PAX 10
- Случайная обстановка: игра случайно расставляет организмы на каждом уровне
- Отличный электронный саундтрек от Loscil, Gas/High Skies, Julien Neto, Biosphere и других
- Динамическое изменение времени: замедлите время, чтобы обхитрить преследующего вас противника или ускорьте его, если вы уже достаточно сильны и не хотите долго ждать
Поддерживаемые языки: english, french, german, spanish - spain, italian
Системные требования
Windows
- ОС: Windows XP или Vista
- Процессор: 1 ГГц
- Оперативная память: 512 Мб
- Видеокарта: видеокарта с поддержкой OpenGL, минимальное разрешение экрана 800x600
- DirectX®: N/A (OpenGL)
- Жесткий диск: 33 Мб свободного места
- Звуковая карта: пригодится :)
Mac
- ОС: OS X Leopard 10.5.8, Snow Leopard 10.6.3 или более новая
Linux
- OS: Ubuntu 12.04 LTS, fully updated
- Processor: 1 GHz or faster
- Memory: 512 Mb or more
- Graphics: Hardware accelerated OpenGL support. Minimum resolution 800x600
- Hard Drive: 40 Mb free space
Отзывы пользователей
Osmos is a game that admittedly is somewhat special to me, in light that it was one of the items acquired for the still-deemed-to-be-almost-completely-insignificant 8th Grade Graduation event in 2010, yet also a completely baffling, confounding, fundamentally broken experience.
I haven't the foggiest of clues how literally anyone could try to play through 2 of the three level branches in-game, and not only deem it a finished product that's ready to send to market, but also charge $10 for it. Similarly, I very much want to know which game everybody that pushed its Metacritic Score up to EIGHTY was playing, and/or how much of it was done so before passing judgement.
To delve into what's wrong with this slow, plodding, almost-entirely-unengaging disaster, I first need to have you, dear reader, imagine you're playing literally any game with a level (style of game doesn't matter), and end goal for said stage.
Now imagine that instead of making sure you have even the chance of starting to play this level, you instead need to repeatedly pause and generate a new map to make sure the game bothers giving you collision to stand on, then literally anything else that's needed to clear said stage.
I would say “This is at least two levels in Osmos”, however, this analogy is not over, because even if the game you're imagining gives you a starting piece of terrain, allows you to move within it, and grants you the equipment needed to have a chance at beating the stage, no guarantee exists the end goal was generated alongside it,
This is to say that after spending sometimes up to 10 minutes trying to beat this stage, you can be at the second to last action needed to fulfil the objective, only to find the switch you needed to push, unit you needed to spawn, and/or edge of the platform you need to jump from to get to the goal is completely missing.
Guess what this means you need to do? Keep generating a new map until the basics are granted, then hope the game gave you a complete level that can finished this time around.
This is to say that levels in Osmos are not designed, they're generated, and not only that, seemingly nothing by any flags, checks, or programs are in-place to make sure said stage can be completed was bothered to be programmed, making the gameplay loop “play until you get stuck on a level, regenerate said level until you can even start to play it, and hope that the system blessed you with the apparently unheard-of privilege of being able to beat said stage.
I have gone back to this game at least twice since acquiring it almost 15 years ago, and each time, I reached a “level” that's not only entirely reliant on RNG to be able to not only do anything at-all in, but seemingly completely unable to be finished.
The first revisit saw one of the “Force” clusters be perpetually beyond even beginning, and while the A3B cluster seemed doable at first, after – no joke – at least 30 restarts, 1 hour and a half wasted, and only 15 that I wasn't completely blocked out of doing anything with, none of those were finished.
It gets worse, though, because in order to have a chance at defeating any enemy (in this case stationary blobs for most of the levels I bothered even trying to play) you – so to speak – need to take health from yourself, and give it to whichever adversary you may be facing. This already sounds completely unreasonable, but once you assimilate the “Health” of the other enemy, you grow to their size, unable to get through corridors, and use weaker ones to hope to try and beat the bigger ones, while hoping beyond hope nothing happens to give imperative health to your adversary, causing it to grow bigger, and completely block you off from progressing.
The fundamental laws of game design state:
1: If you must have a randomiser take the place of intentional design, include checks, and flags, then redundancy on redundancy to make sure every level can be completed via player agency, and skill, rather than the randomiser putting everything in.
2: Once these are in-place, make absolutely sure that everything it makes can be consistently completed, playing each level multiple times, and perhaps have multiple people also do so, to increase the amount of tested instances/generations.
3: Once everything is confirmed to be working then publish it.
As such, we reach the
Verdict: A seemingly-untested, unfinished-feeling frustration-fest that relies entirely on luck to allow the player to do anything, with two levels either taking hours of restarts to beat, or otherwise are completely impossible to finish.
Placed In: Were this acquired on any other occasion, I would have 0 qualms whatsoever about ousting it from my account such that I never have the temptation to be disappointed by it in the future again, but as it stands, it's shakily at 6: Traumatically Toxic, and “Remove it anyway.”
Such a wonderful game.
Physics logic puzzle.
Zen levels and soundtrack.
Very careful use of acceleration required... Don't click (accelerate) without thinking. One click too much can mean the difference between life and death.
Osmos is a wonderful and calm experience - as long as you have a lot of patience. You play as a little mote absorbing other motes to become the biggest in most levels, or aiming to absorb specific motes in others. You expel a bit of your mass in order to move, so much of the game is based around trying to be very specific with where you move without expelling too much of your own mass.
The game has a very zen-like atmosphere, with ambient music and cool colors, so it's easy to assume the game is very relaxing. But don't be fooled - some of these levels are absolutely brutal. The game features a speed up and slow down time function which helps with the patience aspect, but there are plenty of times when you'll be speeding up just to have to make a split second movement decision and instead propel yourself right into something bigger than you. The most challenging levels are the orbital levels, or the "force" section of the game, where your mote is orbiting around something larger and you have to figure out how to move while still attached to your orbit. Some of the later levels require you to move from the orbit of one object to another and then back again. This was a very hard concept to wrap my head around and I spent hours on just the last level of the game, patiently gathering mass, switching between orbits, only to die by unfortunate timing or expelling too much of my own mass to absorb anything else. It was a massive challenge that felt very satisfying to complete, but there was absolutely some frustration and headache along the way.
Relaxing meditating though challenging game. Perfect combination.
Beautiful looking game. One of the least enjoyable I've ever wasted time on.
A hidden gem
A relaxing indie game that is ideal for phones. I loved the game so much I got it for PC as well. My phone version has hundreds of hours with this game. Excellent sound track. Creative and fun game play. Well worth it's price!
Great game!
Дополнительная информация
Разработчик | Hemisphere Games |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 08.02.2025 |
Metacritic | 80 |
Отзывы пользователей | 89% положительных (383) |