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GBA

North America

Astro Boy: Omega Factor

by Michael Cole - September 19, 2004, 2:08 am EDT

9

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An anime legend for decades, Osamu Tezuka’s Astro Boy captured hearts in the sixties and eighties with a charming theme of tolerance in the world of tomorrow. In what has become a popular trend, Astro Boy was recently brought back in a modern anime series for a whole new generation (along with Cyborg 009 and Kikaider). And while that means more questionable kid robot voice dubs here in America, it also means new licensed games. Don’t cower, though—thanks to talented developers with reverence for the series, Omega Factor is quite possibly the best thing to come from franchise resurrections since Harvey Birdman: Attorney at Law.

Omega Factor is instantly approachable. Although any gamer over six could figure out the intuitive controls, it kindly starts off with an optional training level to cover all the bases. Besides walking and jumping, Astro can dash with his jet boots either on the ground or in mid-air for extra distance and a precious spurt of invincibility. On offense, Astro can punch, kick, and shoot laser beams, performing combos with these weaker attacks to multiply score values.

Successfully damaging enemies will charge his EX gauge and eventually gain EX points, which can be spent on Astro’s three EX attacks: a laser cannon, an offensive jet-dash, and a screen-showering machine gun (conveniently located in his butt). These attacks also function as counters. The machine gun and cannon absorb enemy projectiles, and kicking or EX dashing into an enemy will send it careening into its buddies for a very satisfying domino effect.

Astro’s talents are put to good use in side-scrolling action stages, which come in two flavors. The larger portion of the game pays homage to classic beat-‘em-ups such as Sega’s Streets of Rage or Treasure’s Gunstar Heroes. The formula is simple: destroy all of the enemies, move forward, and repeat. It may sound repetitive, but the fantastic handling and variety keeps the game moving at a brisk pace. The other third of the game retains the same spirit, but repackages it as an aerial shooter. Astro trades in his punches for a more maneuverable finger gun attack, resulting in a pleasurable Gradius scenario full of evasion and counters. In perfect Treasure form, each scene’s brevity ensures finely-tuned enemy placement and level design that never outstays its welcome.

Then, of course, there are the boss battles. Each of the eight chapters features anywhere from one to five unique boss battles. Many take place on the ground, and some take place in mid-air, but each boss has its own patterns to learn. Treasure is famous for its bosses, and anyone hoping to conquer hard mode will have to train for over twenty of them, including a giant Artificial Sun, an air tank, and a robotic mantis. Many of the bosses are admittedly straightforward, but most provide an entertaining challenge and well-placed breaks from the lesser goons.

Omega Factor’s gameplay is super-simple, but there is more to its design than meets the eye. Treasure and Hitmaker made sure not to exclude anyone from the fun. Inexperienced gamers will enjoy easy mode, which weakens enemy offense and defense while providing an almost limitless supply of EX energy. Normal mode is plenty difficult and the recommended starting point for anyone reading. The authentic Treasure “ass-handing” hard mode makes enemies even stauncher, caps Astro’s EX to three points, and prevents him from charging his EX gauge (which already fills at a reduced rate) when using EX attacks.

As the game progresses on normal difficulty, more is demanded of the player. Gamers will learn to better manage their EX points and to master Astro’s evasive dash as the boss battles grow in caliber. No matter how difficult the game gets, though, death is not defeat, and you can continue from the start of the stage as many times as it takes. And while simply clearing the level may be enough for the masses, skilled hardcore fans of the genre(s) can focus on grander scores, which are recorded for each stage and per life on all three difficulty settings.

Surprisingly, even the plot adds to the experience. At first the story will seem like the standard hodgepodge script we’ve come to expect from licensed titles and 2D action games in general. Various characters from Astro Boy and other Tezuka series are scattered through the levels to create an original story borrowing heavily from the source materials. Some cameos double as boss battles, while hidden characters must be found to eventually unlock the game’s final ending (details in the spoiler ahead). As Astro learns about the people in his world, they are added to his Omega Factor, or human essence, and the player may power-up one ability. For those undeterred by spoilers, the plot takes a surprise twist after chapter seven. When a robot-human war destroys the world, Astro is granted the chance to relive his adventure in a second quest featuring more challenging enemy patterns and an altered history. Astro must then transcend time (and replay levels) at will to talk with characters, uncover how seemingly unrelated threads tie together, and use the information to resolve conflicts and ultimately defeat the manipulative villain of the game.

Omega Factor’s character list, which is filled whenever Astro fully understands a character, is also worth praising. What one would expect to be a throwaway feature is actually quite informative: the profiles include details on such things as a character’s origin, roles (Tezuka’s characters were often recast, much like classic Disney personalities), popularity, and associated innovations in animation. The quality of this Easter Egg is indicative of the sincere effort Hitmaker and Treasure put into Omega Factor.

Although I was completely unfamiliar with the series before researching and playing Omega Factor, I appreciate the franchise now after playing Hitmaker’s treasure. Astro Boy: Omega Factor is an intelligent game brewed from years of experience. It caught my interest the moment I started playing and maintains its stranglehold as I write this review. That is saying a lot for a licensed game.

Score

Graphics Sound Control Gameplay Lastability Final
7 7 9.5 10 9 9
Graphics
7

The environments and bosses are both detailed and well animated, but the standard enemies, which come in multiple sizes, shamelessly reuse the same sprite with complete disregard to Atari-grade blockiness. The game also tends to slow down when many enemies and explosions are competing for processing power, though it only becomes unbearable in one scene.

Sound
7

Like the graphics, the sound is decent but lacks in places. The late Genesis-quality instruments do their job, but sound effects are abrupt and noticeably tinny when playing with headphones or on the Game Boy Player. Forgoing the internal speaker also reveals frequent crackling during explosions. There are some catchy tunes, and the entire soundtrack is fitting, but many of the songs outside action stages loop too frequently.

Control
9.5

Every flinch counts in hard mode—fortunately, the game’s excellent response time means every mistake is the player’s. Pushing B and A together can be difficult on your handheld, depending on how you hold the system in your hands, so the Game Boy Player is preferred. Treasure should have disabled the double-tap for dashing left or right while jumping to accommodate fine adjustments—players must still use the D-pad + A to dash other directions, anyway.

Gameplay
10

This game features a level of polish I simply cannot articulate. I would like to have seen the generic robot enemies less often, but their abundance is a moot point in otherwise flawless level design enemy placement. Treasure never uses the same brawler cliché twice and manages to include less timeworn tactics such as low gravity and impaired vision. Any fan of old school brawlers or shooters will adore Omega Factor, but gamers like me with little background in either genre can bask in its greatness just as easily.

Lastability
9

This game is fairly short. Normal mode took me roughly eight hours to fully complete, but I could probably have blazed through easy mode with no prior experience in under three hours. Astro’s real longevity comes from its (very) hard mode and thorough hi-score records, either of which could keep players hooked for much longer.

Final
9

Omega Factor is fantastic for anybody. Young fans of the new series can blast their way to victory in easy mode, while Treasure veterans familiar with the original mangas can place every punch on hard mode to barely thwart defeat. It may not be the most aesthetically pleasing or technically impressive GBA game on the market, but it is one of the system’s definitive games, nonetheless.

Summary

Pros
  • Long (for a Treasure game) with high replayability
  • Quality brawler and shooter styles of gameplay and control
  • Unexpected attention to plot and franchise integration
Cons
  • Mild slowdown
  • Moments of Engrish (“Are you going to standing against me?”)
  • Mostly unremarkable sound effects
  • Ugly 2x and 3x pixel scaling for larger versions of enemies
Review Page 2: Conclusion

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Genre Action
Developer Treasure
Players1

Worldwide Releases

na: Astro Boy: Omega Factor
Release Aug 17, 2004
PublisherSega
RatingEveryone
jpn: Tetsuwon Atom: Atom Heart no Himitsu
Release Dec 18, 2003
PublisherSega
RatingAll Ages
eu: Astro Boy: Omega Factor
Release Feb 18, 2005
PublisherTHQ
Rating3+
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