
Phantom Breaker Omnia is a fast-paced 2-D anime fighting game that features 20 unique characters, pitted against one another to make their greatest wishes come true. The ability to choose between 3 fighting styles will appeal to seasoned gamers while making the game accessible to newcomers.
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About



Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, French, Italian, German, Simplified Chinese, Spanish - Latin America, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[quote]Just saying, but I do have a curator page. If you like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] I have played tons of fighting games through my life, from man-made abominations like Shaq Fu to doujin wonders like ArmJoe. However, I really don't remember the last time I felt hollow after playing a fighting game, if ever. And now here I am, feeling exactly like that after playing Phantom Breaker Omnia. Now this is not to dunk on the game as a whole, as it does have some value to it. Omnia combines all of the content that was available in its past, Japan-exclusive versions and introduces the franchise to a worldwide audience. My issue with this game is that the developers did not try to refine whatever that was already there and instead, added or changed stuff that were highly unnecessary in my honest opinion. What you get in this game is, for the most part, everything that the previous versions of it had. You get all of the story paths, all of the playable characters (even the 3D ones that don't fit in with the rest), the guides have comprehensive details about the mechanics, and everything is now fully translated to English. The devs have also taken the liberty of adding new things to the game or changing some of its already existing content. But aside from the inclusion of the gallery and the new battle style, I'm not a fan of the work that has been done here, as some of the decisions are questionable. For example, why does the arcade mode now force you to go through all of the roster instead of 7 battles like the previous games? That's not how arcade modes work! Why is the series' ancient and impractical control rebinding feature (which was outdated even when previous games came out) still there instead of being revamped? Or why does the combat feel so... actually, let's talk about the combat a bit before getting to this one. In Phantom Breaker, every character has 3 buttons for normal attacks, alongside one button dedicated to specials. And if you press the special button alongside the heavy attack, you can do supers. There are some additional mechanics like fighting styles, bursts and parrying, but the game is not very hard to learn and master as the result of such simple battle system. Now on one hand, this is great as it lowers the entry barrier for the game, but it has also caused the characters to feel same-y as there are no special commands to differentiate them. There's also the concerns of players resorting to button mashing which can make matches unenjoyable, but the game cleverly avoids that using the clash system. The clash system really feels like the better version of Guilty Gear Xrd's Danger Time. When certain attacks or dashes collide with each other, the game zooms the camera in and plays a special visual effect to signify that a clash has taken place. After initiating a clash, both of the attacks will be nullified and cancelled, and players are given the chance to input another one in a very short time limit. This simple gameplay mechanic alone has made the game really fun to play. It feels like as if you are playing "rock, paper, scissors" with your opponent, only with higher stakes and spectacle at play. I can't put into words how insane the game feels like when multiple clashes happen back-to-back. But I'm not talking about Omnia here. The gameplay in Omnia feels very clunky and slow, as if I'm playing Blade Strangers again, and left me feeling bored and hollow as I mentioned at the beginning. The truth is, all of what I have explained so far with the clash system was based on my experience with Phantom Breaker: Extra. Yes, I actually went and played the X360 version of Extra to compare the games, and found out that Omnia changes something that is most likely the culprit behind why I did not like its gameplay: [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3632883602]The game has pulled the camera away from the characters.[/url] Let me offer my thoughts on why this is important. Phantom Breaker's battle system only works perfectly and is actually fun when a clash happens, as it's severely lacking in long ranged combat. By having the camera being closer to the characters, players have less chances of getting far away from each other and have to get in close and personal, throwing attacks that constantly trigger the clash system. The result of this, is a very fast fighting system that looks very flashy, and rewards aggressive and calculated combat styles. Now since Omnia changes the camera, this is no longer the case. Players (and even the AI) can easily dash away or send their opponent flying to the other side of the screen, creating a lot of distance between themselves. This decreases the game's speed and fun factor, because the clashes are no longer common, and players constantly have to keep up with the opponent. And this is without mentioning how this can allow for projectile spamming, as I was able to cheese every fight of Mei's arcade mode by standing far away and spamming her projectiles. However, my opponents in Extra did not give me that chance. And then we get to other new things that the devs have added to Omnia which in my honest opinion, were not needed. I don't understand why there was a need to remix the soundtrack (which I find inferior to the originals), change the stylish battle HUD and UI of the previous game to something more boring and streamlined, or allocate resources to record the admittedly cringey Super Spicy announcer voices and the English dub. You might say that an English dub would help the game to be seen more, especially through the names behind the voices, but I disagree. Phantom Breaker is a very niche and almost unknown fighting game franchise, thanks to its Japan exclusivity for a long time, and with a very limited (if not zero) amount of international marketing. Those who are going to buy Omnia are those who already know of it and/or play other games like it, so they know what they are getting here. Other people would quit after a couple minutes when they realize the online mode was dead on arrival. The game's niche status, in addition to its 2 years of delays, means the online scene is very dead and you need to arrange matches through social media apps like Discord. Not only that, the game still uses delay-based netcode instead of rollback, which can result in unbearable online matches. Although I really don't blame the devs on this one because... c'mon, rollback netcode is not a magical patch that you just apply on a game and have it suddenly gaining superior netcode. It requires proper implementation to work correctly. But the lack of it does make things harder and pushes many potential players away. I honestly don't get why the game is like this. The current FGC would not care for this game and hold onto it. They would come in, complain about the lack of rollback and crossplay (as they already have), and then leave to play other games. Most people in the FGC do not care for games that don't have great online modes, even if they are chock-full of content. In fact, the opposite is true as they have constantly proven it in my other reviews of fighting games. In my honest opinion, the devs didn't need to try to pander to people outside the already existing fanbase. There was no need for all of the additions here. All they needed to do was to gather everything and smooth up the rough edges to make the best version of the game. But they did not, and the result of that, is a game that I cannot recommend to anybody. Just... go play Phantom Breaker: Extra if you want to have fun. [h2]TL;DR[/h2] Brings a Japan-exclusive game to international markets with all content included, yet ignores some quality of life improvements for unnecessary changes & additions, making the gameplay feel lackluster
Great fighting game that no one play. The combat & timing is very satisfy for some one who already getting bored of a ton of fighting games available on the market. took me 8.9 hours to complete all achievements.
Pros: - The character designs REALLY look really cool and well made (Mikoto, Cocoa and Ria especially, but M and Infinity were pretty sick too) - Kurisu Makise from Stein's Gate is here as a guest, haven't watched the show personally but it's cool she's here - The OST is pretty solid from the songs I heard while playing - Artstyle was really pleasing to my eyes Cons: - No motion inputs really kill any enjoyment I could get out of this, it felt shallow and boring to me with no reason to play this over something else. The combat can feel fun at first but it's just too simple. - The 3 styles of fighting seem cool at first but there doesn't feel like there much of, if any, difference between them - While most of the characters are 2D sprites, some are 3D models and they really stick out in a really awkward way - No rollback netcode is detremental to any fighting game with online play - Can't even alt+F4 Overall really cool that they gave this niche Japan exclusive anime fighting game a worldwide release but it doesn't change the fact that I personally feel nothing when playing it, for $2 though i would say pick it up and try it, otherwise I wouldn't personally reccomend it
Recomendo
Wait a minute I thought I didn't like fighting games
i only bought this game for rimi sakihata
what the ♥♥♥♥ is this ♥♥♥♥
its rather boring, theres no tutorial, the combat lacks a certain depth to it no motion controls it, blocking feels way to free like why can i counter attack while blocking there should be a punishing factor to this. who the ♥♥♥♥ puts the confirm button on b, its cool kurisu here but like its really not worth the full price get it when its on discount.
非コマンド入力型2Dアニメ格闘ゲーム☆ SNKヒロインズ Tag Team Frenzyに似た、複雑なコマンド不要の格闘ゲームです。 こちらの方が出来る事が非常に多くて、よく言えばやり込み要素満載!悪く言えば覚えるのが少し大変かも。 グラフィックは非常に綺麗で操作性も抜群。 ボイスやBGMも非常に良くて、沢山のサウンドトラックが出ているのも頷けます。 格闘ゲームですが1人プレイでも十二分に楽しめる作りになっており、ボリューム満点♪ これだけのハイクオリティなゲームが缶コーヒー2本よりも安いことに驚きです。 ファントムブレイカーを全く知らない人も、ストーリーモードでそれぞれのキャラを知ることが出来るので少しでもこのゲームに興味を持った人にお勧めです☆彡
It doesn't have anymore the swapped control that had at lauch, or at least it's easy fixable (may depends on you pad). Generous amount of character and Story Mode content. Overall is a yes and I must say even full price could be an enjoyable purchase especially considered the average prices that fighting games are hitting lately even with bare content and DLC showers. The lowest recorded price makes it an absolute deal for anyone who is into this genere.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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