Omno offers a dreamy blend of platforming and puzzling with a feel for player freedom.

Monday morning I went surfing across a rounded hill of snow, threading a series of large stone hoops together. The hoops were set in the ground, so they resembled arches, and as I moved through each one a light on top of it shone the way towards the next in the sequence. Flap of cloth, rush of wind: the world knew I was there. The final arch lit up a magical panel on a piece of rock – a large piece of rock, I would discover, but it seemed a tiny thing in the distance. I squinted at the rock and saw movement. Getting closer I realised that a mechanism had been triggered, and a strange, invisible force was now picking and placing platforms of stone across the empty air of a nearby chasm, a pathway created for me with the lazy ease of a stranger dealing cards.

Omno reviewPublisher: Inkyfox, Future FriendsDeveloper: Jonas Manke, InkyfoxPlatform: Played on PCAvailability: Out now on PC, Xbox, and PlayStation

Lots of people I’ve spoken to about Omno recently have told me it looks a bit like Journey or those sorts of games. Empty spaces, just you and the environment, sweeping soundtracks and the various distant cries of carefully arranged nature. Epiphany and a decent light show as your reward for hitting your marks and moving forward. When I look at that opening anecdote I’ve just written about, it even sounds a bit like Journey or those sorts of games. You can surf over the ground, angling between arches. Magical panels and ancient rock!

Omno – Launch Trailer Watch on YouTube

Weirdly, as I actually played Omno, I never thought of those kinds of games at all. What did I think about? Omno is a whispering thrill of a game, a dazed afternoon spread out on the soft green grass beneath a tree. The sun is shining, the wind is playful and pleasant, everything feels rich with a gentle sense of potential. You play a friendly sort of character with a staff in your hand and a head that looks a bit like a bulb of garlic. Over the course of the game, you travel across beautiful lands, solving simple puzzles to progress from one area to the next, reading glyphs and learning more of an enigmatic story, and encountering wildlife large and small. There is no combat. There is no story, if you choose not to engage with it. Just spaces and things to do in them. Marry me!

It’s beautiful – a very soft kind of beauty. As the environments change, swamps to forests to ice to sand, you get a lovely range of colours guiding your eye, silvers and purples and rich golds. Rocks stick through tufts of grass with their smooth grey surfaces – you can almost feel the sunlight radiating off them. Ancient buildings exist in artful dereliction – a spar of tower, a half-buried staircase. And the animals! Small mushroom things that can sprout to a surprising height, little wasps with lights instead of stingers, balloon people, walking spoons made of celery stuff, three-legged giant dinosaurs. Marry me!

1 of 3 Caption Attribution I could look at this game forever, I reckon.

Nature is fascinating here, but never frightening. It exists to give you the shining pieces of gems that you collect along your journey, but it also exists just to exist. You can check off the names of the creatures you find, but you’d investigate them even if there was no list, no checking, no completion percentage for each area. Some of the creatures help out with puzzles, but the best are gloriously lacking in obvious utility. One of my favourite moments in Omno came when a camel-type thing – aside: do you know that bats are more closely related to camels than mice? I learnt this last week – bowed its noble head so I could pluck a chunk of something bright from its mouth.

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