The Geryk Analysis: Odium vs. Shadow Watch (conclusion)
In Odium, weapons have very stylized zones of fire. Pistols can
only shoot orthogonally, while rifles have the additional capability
of firing along the diagonal. The orthogonal vs. diagonal dichotomy
is an incredibly elegant way of making a range distinction between
two weapons without using a lot of map space. The reason for this
is that due to the concept of angular velocity, you dont have
to move as far to engage someone on the diagonal as you do orthogonally.
Thus, you can be much farther away to use a rifle effectively, while
with the proper combination of obstacles, a pistol shouldnt
be effective from more than a couple squares away because thats
how close you have to get to be on the same row of squares as your
opponent with an unblocked line of sight. Regularizing firelanes
on the map grid makes it possible to highlight weapon differences
(albeit in an abstract, unrealistic way) and turn them
into a tactical consideration. Combined with the fact that some
map objects (like gasoline barrels) can be detonated by gunfire,
the stylized combat system requires a great deal of strategy. Of
course, it also runs the risk of offending people who insist that
rifles dont shoot diagonally.
 |
 |
The funny thing is that Shadow Watch has this completely unrealistic
square grid as well, but I guess this is ok if it fits well into
this all-blue comic book art motif. Fine. Give the artists
and art director credit Shadow Watch has more style and better
art direction than Odium. Unfortunately, it seems that the Art Director
pretty much ran roughshod over the Director of Making the Game Possible
to Play Without Becoming Exasperated, because when combined with
the isometric perspective, the artwork manages to make the line
of sight completely unworkable. You can never quite tell what your
characters can see, or where an enemy could be hiding, or which
squares are even playable. Its hella annoying.
Because of this, Shadow Watch is a painful crawl through every
level in which your agents have to move very slowly, kneel down
a lot, cover each other, and essentially inch their way through
each mission. Because of the horrible action-point imbalance (pacing!)
mentioned earlier, each turn is only marginally interesting because
very often you do nothing of note. If the weapons are all the same,
and movement is divided up into such small slices that its
all the same, then what makes Shadow Watch engaging? Comic-book
art? Wouldnt it make more sense to just read a comic book?
I dont know, Im just asking.
 |
 |
Odium avoids all of these problems. You can see where the enemy
is, you can see where youre going, you can fire and move in
each turn, the battles are interesting, and the puzzle-like nature
of the game gives you a lot to think about with a minimum number
of extraneous details. This provides everything you could reasonably
expect from a game, and the story elements support the tactical
combat with new items, unexpected monsters, etc. Just like I said.
Brilliant.
Right about here, Id sum up by saying that overall, Odium
and Shadow Watch each have good and bad points, and that while neither
one is a classic like X-COM, if you like this type of game you may
or may not like Odium and/or Shadow Watch. But since that would
almost certainly get me a call from Adrenaline Vaults lawyers,
Ill reiterate my original point: Odium has game design in
spades. Shadow Watch has art design. If you havent head a
chance to play either of these games yet, I hope its clear
which one deserves your hard-earned money. For great justice.
|
|