Omega 6: The Triangle Stars is a delightful throwback to classic adventure gaming, dreamed up by none other than Takaya Imamura, a legend who spent 32 years as an art director at Nintendo. During his tenure, Imamura crafted some of Nintendo’s most beloved icons, including F-Zero’s Captain Falcon, Star Fox’s colorful cast, and the unforgettable mask from The Legend of Zelda: Majora’s Mask.
Following his extensive career at Nintendo, Imamura was eager to pursue a personal dream: creating his own manga, Omega 6, which hit the shelves in France not too long ago. With a newfound sense of creative freedom, he transformed Omega 6 into a charming, retro-style 16-bit adventure game, drawing heavily from the same creative well that made Nintendo’s designs iconic. In a chat with Game Rant, Imamura discussed his vision for the game and the planetary landscapes players will get to traverse.
### Omega 6: The Triangle Star Isn’t Trying to Be Baldur’s Gate
In today’s gaming landscape, many titles strive to weave epic tales filled with philosophical musings, challenging moral decisions, and plots that twist and turn. While video game narratives have reached unprecedented levels of complexity and seriousness, Imamura took a different route for Omega 6: The Triangle Stars. His goal was to remind players of a time when games were a bit more straightforward and light-hearted. Imamura explains:
“This is true for both the comic and the game. Nowadays, entertainment seems to dig deep into meaning, character arcs, and more. However, I wanted to take a step back. The game both looks and feels retro, and that’s the core of my approach.
If there’s one thing I want players to leave with, it’s a sense of nostalgia—a trip back to their early days, to childhood, to simpler times. Those simple joys, that’s what I’m aiming for.”
But don’t be mistaken: Omega 6: The Triangle Stars has its share of engaging stories. It’s set in a universe where people live far longer than we can imagine, and Earth is seeing an influx of aliens pushing humans aside. In response, the Omega 6 starship embarks on a quest to find a new home for humanity. Players step into the shoes of Thunder, Kyla, and their robot companion, Prop, as they explore a variety of planets on a treasure hunt, encountering diverse creatures and cultures along the way.
### Omega 6: The Triangle Stars’ Planets Are About Variety
As with any great space adventure, Omega 6: The Triangle Stars invites players to explore different planets. However, Imamura notes that these planets emerged as a practical answer to the challenge of creating environmental diversity. Sticking to one planet just wasn’t engaging enough, prompting a change in the original game concept. Imamura shares:
“The concept of these three planets stemmed from the idea that varying locations in the game would keep things interesting for the player. It’s all about offering more diversity instead of having players revisit the same environment repeatedly.
To make this diversity easy to understand, we decided to break the game world into three distinct planets. Initially, it was just one planet with various satellites, but towards the end, we reconsidered and thought, ‘In terms of scale, this isn’t quite right.’ We then thought, ‘What if these satellites, these moons, became planets themselves?’ And that’s how we came up with The Triangle Stars – it was a pretty last-minute addition.
Regarding the planet themes, they keep it simple: there’s a hot one, a cold one, and one teeming with treasure seekers and dubious characters. The aim was less about depth and more about making it simple for players to remember and understand what was where, as well as the vibe of each place they explored.”
Omega 6: The Triangle Stars sticks to a straightforward theme—reminiscent of a Saturday morning cartoon. The planets aren’t designed to be deep cultural explorations like what you’d find in Mass Effect. Instead, they introduce variety, making mission objectives clear and adding a sprinkle of adventure to this nostalgic tribute to simpler times.