Compara los precios de Omikron: The Nomad Soul en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Quantic Dream. Publicado por Square Enix. Lanzado el 26/9/2013. Disponible en PC. Géneros: RPG.

A 1999 cyberpunk artifact that broke the fourth wall before it was fashionable, stuffed three genres into one city, and somehow convinced David Bowie to live inside it. Cult classic or frustrating mess? Honestly, both.

I have a soft spot for games that swing wildly for something no one else was attempting, and Omikron: The Nomad Soul is exactly that kind of swing. Quantic Dream's debut drops you into a dome-enclosed dystopian metropolis on the planet Phaenon, where a central supercomputer called Ix runs everything, demons are stealing human souls, and a police officer named Kay'l 669 has reached through the screen to beg for your help. Not your character's help. Yours. The fourth wall isn't cracked here, it's vaporized from the first minute. The hook that makes Omikron genuinely interesting, even today, is the Soul Transfer system. When your current body dies, your nomad soul jumps into the next NPC who touches the corpse, and you carry on inside a stranger's life. The city has over forty inhabitable bodies, each with their own apartment to raid, their own stat baselines, and their own relationship to the world. It's game mechanics treated as narrative, and for a 1999 release that idea is borderline astonishing. The investigation starts simply enough: Kay'l and his partner Den were tracking a serial killer, and you pick up the case. What slowly unravels is a conspiracy that runs from street-level police corruption all the way up to Astaroth, an ancient demon imprisoned beneath Omikron who has been using the city, and the game itself, as a soul-harvesting machine. The lore has real depth, the underground resistance group called The Awakened adds genuine political texture, and the revelation that you walked into a trap willingly is one of the more audacious story moves of that era. Then there's the gameplay, which is where things get complicated. Omikron mashes third-person adventure exploration, side-on hand-to-hand combat with move combinations, and first-person shooter segments into a single package. None of the three systems are particularly polished. The brawling requires actual strategy and won't let you button-mash through it, which is respectable, but the animations are stiff and boss fights are routinely cited as the worst moments in the game. The FPS sections feel like a rougher, slower cousin to contemporary shooters of that era. Exploration on foot or by Slider vehicle across the four distinct city districts is the strongest pillar, with dense streets, lavishly decorated apartments, and NPC conversations that hold up surprisingly well. The save system gating progress behind Magic Rings, an 18-slot personal inventory requiring constant management via the SNEAK terminal and the Multiplan Virtual Locker, a total lack of a pause function on PC, and tank controls that still frustrate even with fan patches all add up to a friction level that will end many modern players' playthroughs before the story gets interesting. The other thing you need to know: David Bowie composed ten original songs for this game, appears in two roles including as Boz, a virtual being living inside Omikron's network, and there is a secret underground concert you can stumble into if you follow the right posters. That scene alone is worth something. The soundtrack leans on material from his "hours..." album, reworked for the fiction, and it gives the city an atmosphere nothing else in that year was matching. Community consensus over the decades has settled into a clear shape: the worldbuilding and concept are genuinely ahead of their time, the execution is genuinely rough, and it remains the kind of game people describe as both a wasted potential and an unmissable experience in the same breath. This is not a comfortable pick-up-and-play. Modern players should expect to use the fan-made controller patch, accept that the combat will be clunky throughout, and go in specifically for the city, the story, and the audacity of the concept. If you bounced off Fahrenheit or found Heavy Rain too passive, Omikron is actually more interactive than either of those. It asks more of you mechanically and narratively than anything else in Cage's catalog. The reward is a cyberpunk city with a soul, which is more than most games manage even now. Monika, Scout Team

Omikron: The Nomad Soul

Omikron: The Nomad Soul

26 sept 2013Quantic DreamSquare Enix
GamerScout opina

A 1999 cyberpunk artifact that broke the fourth wall before it was fashionable, stuffed three genres into one city, and somehow convinced David Bowie to live inside it. Cult classic or frustrating mess? Honestly, both.

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I have a soft spot for games that swing wildly for something no one else was attempting, and Omikron: The Nomad Soul is exactly that kind of swing. Quantic Dream's debut drops you into a dome-enclosed dystopian metropolis on the planet Phaenon, where a central supercomputer called Ix runs everything, demons are stealing human souls, and a police officer named Kay'l 669 has reached through the screen to beg for your help. Not your character's help. Yours. The fourth wall isn't cracked here, it's vaporized from the first minute. The hook that makes Omikron genuinely interesting, even today, is the Soul Transfer system. When your current body dies, your nomad soul jumps into the next NPC who touches the corpse, and you carry on inside a stranger's life. The city has over forty inhabitable bodies, each with their own apartment to raid, their own stat baselines, and their own relationship to the world. It's game mechanics treated as narrative, and for a 1999 release that idea is borderline astonishing. The investigation starts simply enough: Kay'l and his partner Den were tracking a serial killer, and you pick up the case. What slowly unravels is a conspiracy that runs from street-level police corruption all the way up to Astaroth, an ancient demon imprisoned beneath Omikron who has been using the city, and the game itself, as a soul-harvesting machine. The lore has real depth, the underground resistance group called The Awakened adds genuine political texture, and the revelation that you walked into a trap willingly is one of the more audacious story moves of that era. Then there's the gameplay, which is where things get complicated. Omikron mashes third-person adventure exploration, side-on hand-to-hand combat with move combinations, and first-person shooter segments into a single package. None of the three systems are particularly polished. The brawling requires actual strategy and won't let you button-mash through it, which is respectable, but the animations are stiff and boss fights are routinely cited as the worst moments in the game. The FPS sections feel like a rougher, slower cousin to contemporary shooters of that era. Exploration on foot or by Slider vehicle across the four distinct city districts is the strongest pillar, with dense streets, lavishly decorated apartments, and NPC conversations that hold up surprisingly well. The save system gating progress behind Magic Rings, an 18-slot personal inventory requiring constant management via the SNEAK terminal and the Multiplan Virtual Locker, a total lack of a pause function on PC, and tank controls that still frustrate even with fan patches all add up to a friction level that will end many modern players' playthroughs before the story gets interesting. The other thing you need to know: David Bowie composed ten original songs for this game, appears in two roles including as Boz, a virtual being living inside Omikron's network, and there is a secret underground concert you can stumble into if you follow the right posters. That scene alone is worth something. The soundtrack leans on material from his "hours..." album, reworked for the fiction, and it gives the city an atmosphere nothing else in that year was matching. Community consensus over the decades has settled into a clear shape: the worldbuilding and concept are genuinely ahead of their time, the execution is genuinely rough, and it remains the kind of game people describe as both a wasted potential and an unmissable experience in the same breath. This is not a comfortable pick-up-and-play. Modern players should expect to use the fan-made controller patch, accept that the combat will be clunky throughout, and go in specifically for the city, the story, and the audacity of the concept. If you bounced off Fahrenheit or found Heavy Rain too passive, Omikron is actually more interactive than either of those. It asks more of you mechanically and narratively than anything else in Cage's catalog. The reward is a cyberpunk city with a soul, which is more than most games manage even now.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayercloud-savestier:sub-5Body-Swap MechanicFourth Wall BreakingCyberpunk CitySoul TransferMulti-GenreCult ClassicDavid Bowie SoundtrackInventory ManagementDetective Story

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7 / 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
3D graphics card with 1 GB of RAM
Processor
1.8 GHz Processor

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Información del juego

Desarrolladora
Quantic Dream
Distribuidora
Square Enix
Fecha de lanzamiento
26 sept 2013

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Omikron: The Nomad Soul está disponible en PC.

¿Cuándo se lanzó Omikron: The Nomad Soul?

Omikron: The Nomad Soul se lanzó el 26 de septiembre de 2013.

¿Quién desarrolló Omikron: The Nomad Soul?

Omikron: The Nomad Soul fue desarrollado por Quantic Dream y publicado por Square Enix.