Back on the PSP there was an exclusive title called Patapon, which took the rhythm genre in another direction. By combining rhythm with tactical combat, many gamers were impressed by the idea, though more importantly how unique it was. Going a step further, Orgarhythm hopes to expand on what Patapon started and make a truly unique experience for gamers. With high hopes like that, can Orgarhythm pull it off or was it a good idea gone wrong?
Lets check out what’s HOT and what’s NOT in our review of Orgarhythem.
Weird and Unique Concept
Recently we’ve seen a real decline in risky games, which has resulted in almost everything being a “copy”, sequel, port or something inside of the box. However, the same can’t be said of Orgarhythem, since I’ve yet to see a game quite like it. The game starts by combining the tactical combat with rhythm, but adds several levels of depth to it. With different classes, situational advantages and the ability to add more troops, it’s certainly more than just maintaining rhythm.
Too Many Things to Watch for
If I could sum up Orgarhythm in one word, it would be convoluted. This is because there really are too many moving pieces in Orgarhythm to make it fun for the average gamer. You start by having to select the god; this will bring up 4 color choices. Similar to Rock Paper Scissors, every color has a weakness, but also has a strength. Yellow beats blue, blue beats red and naturally red beats yellow. The final color is white, which allows you to apply buffs or heal a selected area.
Once you figure out what color you need, another menu will offer you 4 different attack types. These include Strike (melee), Archer (long range), Catapult (mid range, high damage) and finally Sacrifice (bombers). Most of these classes have set uses, so if you were trying to kill someone on a ledge, obviously the archer would be better than a few strikers. Finally poke or slide depending on how many troops are needed over what you want to attack and those minions will start running to that location.
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