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Watcha Playing: Opoona

Posted by Bob Mackey

As a self-confessed JRPG addict who should have quit using half a decade ago, I tend to try just about anything and everything in the genre--thanks to the work of my inner demons.  Sometimes this works out in my favor, with games like Persona 3: FES, but more often than not I'm trudging through something like Eternal Sonata with no means of escape.  I'm not quite sure where Opoona falls on the cream-to-crap spectrum, but after about three hours, I can at least tell you that it's different.

Allow me to explain:

The Good: That dude on the right is your protagonist, so that should give you a good indication of what you're in for; Opoona isn't your typical Japanese gingerbread version of Tolkien.  Instead, it's a quirky little space RPG about a family of aliens stranded on a distant planet.  What also separates Opoona from your typical JRPG is the control setup; you only use the Wiimost Nunchuck, which--aside from some problems moving the camera--feels like the optimal configuration for this kind of game.  It makes me think of how great the short-lived one-handed PSX controller from Ascii could have been--it wasn't just a suggestive piece of fiction joked about during the release of Dead or Alive Xtreme Beach Volleyball.  Anyhow, the simple, action-y battle system--based entirely around throwing the "bonbon" on Opoona's head--works great with the limited controls available on the Nunchuck.

As a relatively loading-free experience, Opoona gets right what a lot of RPGs get wrong. For a genre known for its fragmented gameplay, there's nothing worse than constant, awkward pauses breaking up what would be an otherwise good game.  A flash of black between rooms and battles is all you'll notice in Opoona--if you do notice it.

The game also has a surprising soundtrack by hotshot composer Hitoshi Sakimoto (Final Fantasy XII, Final Fantasy Tactics, Odin Sphere) that does have its moments of bombast, but manages to play around with the Opoona's lighthearted theme in a way that feels very different than his usual work.

The Bad: For starters, the game looks very low-budget; we're talking low-level PS2/mid-level Dreamcast, here. There's a sense that the developer could have tried a little harder.

And while Opoona does manage to be quirky and unique, it suffer from a common JRPG problem by starting off the game with quite a few interminable hours' worth of exposition and not-much-happening.  Any Final Fantasy worth its salt knows that immediately throwing the player into an action setpiece is a great way to grab a gamer's attention.

Adding to the boredom of Opoona's rocky start is the game's main town (for now), which is really too big and confusingly designed for its own good. Getting anything accomplished requires a lot of walking and walking and walking and walking until you realize you're headed in the completely wrong direction. In some cases, I like when developers cut the bullshit and give us a menu-driven town and map system, as seen in the Persona series. I don't think pointlessly jogging around Opoona's world is really doing anything for me.

Wrap-Up: Opoona has quite a few problems, but its unique atmosphere and addictive mission system has made me decide to stick around for a few more hours.  I'll report back in if anything interesting happens.

Related Links:

Watcha Playing: Geometry Wars Galaxies
Watcha Playing: Fantastic Contraption
Whatcha Playing: Cleaning House, Finding Roots


+ DIGG + DEL.ICIO.US + REDDIT

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About Bob Mackey

For a brief period of time I was Bull from TV's Night Court, but some of you may know me from the humor column I wrote for Youngstown State University's The Jambar, Kent State University's The Stater, and Youngstown's alternative newspaper, The Walruss. I'm perhaps most well-known for my bi-weekly pieces on Something Awful. I've also blogged for Valley24.com and have written articles for EGM, 1UP, GameSpite and Cracked. For all of my writing over the years, I have made a total of twenty American dollars. It's also said that I draw cartoons, which people have described with words such as "legible." I kidnapped the Lindbergh Baby and am looking to do so again in the future.

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John Constantine, our superhero, was raised by birds and then attended Penn State University. He is currently working on a novel about a fictional city that exists only in his mind. John has an astonishingly extensive knowledge of Scientology. Ultimately he would like to learn how to effectively use his brain. He continues to keep Wu-Tang's secret to himself.

Derrick Sanskrit is a self-professed geek in a variety of fields including typography, graphic design, comic books, music and cartoons. As a professional hipster graphic designer, his recent clients have included Hooksexup, Pitchfork and MoCCA, among others.

Amber Ahlborn - artist, writer, gamer and DigiPen survivor, she maintains a day job as a graphic artist. By night Amber moonlights as a professional Metroid Fanatic and keeps a metal suit in the closet just in case. Has lived in the state of Washington and insists that it really doesn't rain as much as everyone says it does.

Nadia Oxford is a housekeeping robot who was refurbished into a warrior when the world's need for justice was great. Now that the galaxy is at peace (give or take a conflict here or there), she works as a freelance writer for various sites and magazines. Based in Toronto, Nadia prizes the certificate from the Ministry of Health declaring her tick and rabies-free.

Bob Mackey is a grad student, writer, and cyborg, who uses the powerful girl-repelling nanomachines mad science grafted onto his body to allocate time towards interests of the nerd persuasion. He believes that complaining about things on the Internet is akin to the fine art of wine tasting, but with more spitting into buckets.

Joe Keiser has a programming degree from Johns Hopkins University, a tiny apartment in Brooklyn, and a fake toy guitar built in the hollowed-out shell of a real guitar. He writes about games and technology for a variety of outlets. One day he will stop doing this. The day after that, police will find his body under a collapsed pile of (formerly neatly alphabetized) collector's edition tchotchkes.

Cole Stryker is an American freelance writer living in York, England, where he resides with his archeologist wife. He writes for a travel company by day and argues about pop culture on the internet by night. Find him writing regularly here and here.

Peter Smith is like the lead character of Irwin Shaw's The 80-Yard Run, except less athletic. He considers himself very lucky to have this job. But it's a little premature to take "jack-off of all trades" off his resume. Besides writing, travelling, and painting houses, Pete plays guitar in a rock trio called The Aye-Ayes. He calls them a 'power pop' band, but they generally sound more like Motorhead on a drinking binge.


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