Omega Quintet Review

Welcome back to Neko’s Shiritori PS4 game reviews! We’ve contacted Idea Factory International as we were very interested in Omega Quintet, which is Compile Heart’s first PS4 game release. Compile Heart is a developer known for making games such as Hyperdimension Neptunia, which their games possess a very nice voice cast as well as art done by Tsunako. Omega Quintet uses a different voice cast, with art done by Fukihare.

As our goal is to introduce Compile Heart games to people, we included commentary with a partner unfamiliar with Japanese RPGs who was open to watch us play the game. The game premise is that monsters invade the world and it’s up to the idols’ powers to the rescue – definitely reminiscent of a visual novel with a tacked on RPG component to it. The story itself isn’t deep but straightforward enough to make sense while progressing.

Omega Quintet is available now at local game stores as well as PSN for $59.99. For those in EU, Omega Quintet will release on May 1, 2015.


The Good

The drawings are great and fight animations are pretty cool. Cel shading is shown off with the graphics and the game has quite a decent skill list though animations of skills have lots of similarity so each one isn’t that unique to the next.

The battle system has a good amount of complexity as there is a fair share of combos, chaining, and other mechanics. Transitions between battles are instant which saves a lot of time from loading menus. Omega Quintet utilizes the new PS4 function, such as Playstation Move for camera recording. You literally use idol mechanics within this RPG where you can record and simulate performances.

Idol System

The Bad

The game seems to be essentially like an interactive manga story. It is a turn based battle system with little difficulty and an incredible amount of dialogue. The first twenty minutes of playing was essentially spent pressing X. Even battling there wasn’t much depth so constantly pressing X to issue an attack or skip through the massive dialogues defined the early experience with the game. Omega Quintet also is conscious about what it is. If you look up at things above you such as skyscrapers, the character pauses and says ‘stop trying to look up my skirt’ which can be a little annoying at times when you are looking around to view the map.

Within the story, there’s a lot of context that may seem bit offensive such as the young girls telling the middle aged woman that she is old and needs to retire, which appears to be reflective of a component of the idol scene in Japan. Although the game exaggerates several aspects of it, such as the fandom or the passions, we believe some of it is accurate. The downside is that the idol scene in Japan is not prevalent news outside of Japan, which could diminish some of the in-game jokes.

Problems continue to pile for the game: on the PS4 the normal start button isn’t start, instead it triggers maps and the start button is triangle. The game defaults to an inverted mode even though the settings show default viewing. You have to switch the game to inverted mode to get default view controls. We assume this will be fixed by a patch shortly after game release, otherwise this will be easily noticed from the get go.

Battling is done by choosing the attack moves you want to use. Each time you choose one it fills up a portion of your attack bar and you can choose approximately 4+ attacks during your turn. If there are two monsters on the screen and you attack one of the monsters with 4 attacks, when that monster is dealt enough damage to brings its HP to 0, you keep attacking that monster instead of switching to the other monster so essentially massively over killing that one monster without switching to the other monster. It also doesn’t show how much damage you are going to do to the monster so you don’t know when to switch your attacks to the other so you end up doing lots of over killing. The game mentions that over killing is a function of the battle system because the more you overkill the enemy the better the item you could receive from battle – a design decision similar to other Compile Heart games.

Battle animations feel like jump cuts to clips one after another. For example if a monster attacks, the monster does its attack animation and then jerks back into place to execute the next battle animation. While the game does not seem to lag this way, it feels a bit like a fastforward.

Field Break

Our thoughts:

We feel the mix of idol and RPG is quite interesting as this game marks the first notable hybrid RPG and idol simulator. While singing within a battle, such as the use of a bard or songstress has long existed, encountering a full idol team with the protagonist as an assist character doesn’t happen very often. The meter system utilizing music performances has good synergy with the game, and the RPG game expands beyond an RPG by adding the ability to customize and record performances. Despite the visual simplicity of the game, there’s a number of different mechanics such as crafting, chaining, and combos.

Considering we personally enjoy idol games quite a bit, we recommend Omega Quintet in the sense that it is using a mix of unique concepts. The amount of content within the game is mind boggling large, and due to idol combinations with songs and outfits, the permutations are huge. There are many rewards you can gain from even the smallest of actions. If the game looks interesting to you, give it a shot!


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