Omensight review - A Time-worn Tale

July 24, 2018

My feelings towards Omensight are pretty mixed, to put it simply.

There are a lot of ideas and concepts at play here that I’m fond of, but at the same time there’s lot of crap that gets in the way or lessens the experience, leading to me just not having a good time with it at all.

For those unawares, Omensight is a game about repeating the day of the end of the world a-la Goundhog Day so you can solve a murder and then stop the end of the world. You take on the role of The Harbinger, a literal agent of the world tree, following the paths of different key characters as you try different things to unlock clues, secrets in the world, and general bits of information to solve the murder mystery.

At the end of each little excursion into the past, the world unceremoniously ends and you’re whisked away to a little hub that lets you gain new abilities, review clues you’ve unlocked, and pick the next hero you want to adventure with.

There’s this big idea that you’re this powerful agent of the universe that’s been woken up to manipulate both timelines and the people within them to your will to get what you need, and through repeated interactions with these characters (that they always see as their first time meeting you, because time travel), you learn more about them and get attached and encounters from different perspectives gain weight and fights against them become impactful. It’s kinda like Majora’s Mask, which is fitting since that’s one of the major inspirations behind Omensight.

It’s a really cool throughline that could be put to use for some incredible narrative moments!

But, as you’ve probably inferred from the fact that I pretty much said it outright, while Omensight has these rad as hell ideas and all this potential, it simply fails to stick the landing.

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