Weapon Shop de Omasse

Weapon Shop de Omasse

released on Feb 19, 2014

Weapon Shop de Omasse

released on Feb 19, 2014

Groove along to the beats of the hammer falls, tapping your Nintendo 3DS Touch Screen to the rhythm in order to forge your shop's weapons. The higher your chain, the stronger and sharper the weapon will turn out. Any blacksmith worth his steel also knows that you have to strike while the iron is hot. Make sure to watch the weapon's temperature, which will affect its critical hit rate, durability, and special properties.


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Definitely an unorthodox game, but considering this games background that's to be expected. You run a blacksmithing weapon shop with your burly mentor figure, forging weapons that various people can use to complete their quests and solve their problems. Forging weapons is done through this strange rhythm minigame where you tap different parts of a molten slab to a rhythm in order to strengthen different stats, but the game really doesn't do a good job explaining how to consistently make weapons with good base stats so it felt like complete RNG as to whether or not the game said I made a dull piece of garbage or a god-slaying masterpiece. Hell, maybe it actually is RNG, who knows.

Rather than outright sell the weapons you make, the shop you run has a weird rental system. Weapons are rented out, and only once your clients clear their quest will they pay you for your services whereas if they fail they both don't give you shit AND lose the weapon you gave out to them. Since weapons level up and grow in stats the more times they are used and successfully return, you definitely want to make sure you assign the right weapons to the right clients or else you might accidentally lose something decent. The weapons are also equipped with the "Grindcast", which is a twitter-like media feed that broadcasts whatever it is that the renters are questing in real time, and it plays all throughout the game (even during the parts where you are focused on something else, which can and will lead to moments where you miss some story beats entirely due to your attention being elsewhere. Maybe if the grindcast was voiced instead of a text log it would have worked better as an in-game podcast but then the rhythm gameplay would be harder and yeah i don't think they really thought that one all the way through). Customers also come in and out of the store as they please, and it gives the game this very passive vibe. Like there's just a lot of downtime as you just kinda work on making and polishing weapons while waiting for the game to send someone in. Or sometimes the game will throw countless random unnamed NPCs at you to rent random shit while you are trying to actually make what you need to make before an actual named important client comes back looking for the weapon you promised them. The pacing is borderline nonexistent and the gameplay almost borders on idle-game territory at points.

The real point of the game though is in its writing. It's clear that the weird rental nature and Grindcast feed system are all in place as a way to keep the player involved with the world and characters despite being confined within the four walls of the weapon shop for the entire game. The game was written and directed by Yoshiyuki Hirai of the Japanese comedy group America Zarigani, so the emphasis is on the gags within the NPCs and the quirks that each of the characters have. That being said, I think that the localization team might have translated some of the gags a bit too literally because the writing felt really dry and the jokes usually tended to fall under a very particular singular sense of humor that I honestly can't even describe in words. A lot of the bits didn't really hit for me, and I honestly can't really tell if that's due to the brand of humor that Hirai has in the first place, the localization team being too direct with their translation, or some combination of both. Even the games ending is a bit that just fell flat on its face to me...

I definitely think the game runs a bit too long for its own good, especially given the downtimey gameplay and flat writing that make the game feel far longer than the roughly 10-hour runtime actually is. Unlike the other Guild games having been developed by established and esteemed developers that have intricate experience on how to make games, this game was made by an entire outsider to the industry and honestly I respect that. Since Hirai has done voicework for other Level5 games I wouldn't be surprised if he got onboard for the project by just pitching this idea for a weapon shop game he thought up some time ago (yet didn't fully think through in a gameplay mechanical sense). You don't really see experimental titles like that from complete outsiders get made very often, stuff like the Mother series, Takeshi's Challenge, Penn & Tellers Smoke and Mirrors, Otocky, etc. Just people that don't typically make games having an off-beat idea and a publisher willing to take a chance on it. Even if the end result might be something that's kinda eh to play and doesn't feel very properly thought-out, I can't hate the ambition and adore how absolutely unique games like this always turn out to be.

i picked this up years ago and its one of my favorite obscure games, here's to the very specific and very small tumblr fandom this game had when it was new

friedel is my boy

i started a replay of this about a month ago because i remember liking this game a lot as a kid and playing it all the way through, but maybe a little under halfway through the game i put it down when ff7 rebirth came out and i started playing that and i dont have much inclination to finish my replay. it's a very whatever game that's carried by the characters considering the gameplay is extremely repetitive and easy. i guess i don't absolutely hate the gameplay but honestly it just feels like busy work to do in a game that could probably have just been made a visual novel. the characters and story are what you should be here for, they treat the story like a sitcom by having laugh tracks thrown in when characters do certain things, and while you're working on making weapons you can read dialogue of characters going out on quests with weapons you rent them. i do think the way the story is laid out is nice and i enjoy seeing the way characters behave, but the writing is very very cheesy and tropey, and occasionally they really like to date themselves by using slang people have not said since the game's release in 2014. i personally dont mind it though because i feel like the way everything is handled, it works well and gives the game a nice cozy casual feeling, but man the gameplay just being so uninvolved really brings it down. this game has potential to be one of those eshop hidden gems like something like gunman clive or pushmo but it just doesn't quite get there

You could make a great twitter out of context account posting random dialogue snippets from this game, especially the ones from the faceless NPCs.

The characters are pretty likeable too but the game is way too long to stay invested the whole way through, especially when the gameplay is such an afterthought.

El gameplay es aburrido y con poco que hacer, la historia no tiene ningún llamativo y es demasiado largo para lo que ofrece, así que te tiras horas y horas sin nada nuevo, repitiendo lo mismo. Por si fuera poco el final es malo, nivele como si no les apeteciera trabajar en algo mejor (que era fácil). La verdad, no lo recomiendo.