Omerta - City of Gangsters is a simulation game with tactical turn-based combat. Taking the role of a fresh-from-the-boat immigrant, with dreams of the big life, the player will work his way up the criminal hierarchy of 1920’s Atlantic City. Starting with small jobs, his character recruits a gang and expands his empire by taking territory from other gangsters.
Eventually he establishes his own crime syndicate and becomes the de facto ruler of Atlantic City.
What struck me most was the potential. Omerta is a good game but if it succeeds, it has the potential to be a great game. Add opposing AI gangs and allow for turf wars to occur, shrink the building sizes on the strategic maps and give players control over many more buildings, and you have a strategy title that has no equal and is infinitely playable.
Omertà is a good gangster game that mixes well the economic management with tactical turn based combat system. If only it could be more challenging and technically better.
Omerta is the sort of game where if you want to play it at all, you should wait for it to drop well below the $40 price where it is now.
A blend of XCOM and Tropico that boils down to shallow strategy in a Goodfellas skin. [Apr 2013, p.78]
Tidy, but styleless visuals are the final insult. This game looks just as bland as it plays. It is neither good or bad, it just exists. It is hard to believe that this was made by the people who brought us Tropico 3 and 4.
A promising concept of managerial and turn-based strategy from the Prohibition in the United States era. However, its realisation is unfortunate. From the managerial point of view the game is too long, reminding Waiting for Godot. Entertaining fights are subsequently killed by repeating locations and unpolished cover system.
You can see the basis of a good game here but Omerta gets almost everything wrong, from the shallow gameplay to the bland, characterless gangster atmosphere.
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