- Release Year: 1999
- Platforms: Amiga, Linux, Macintosh, Windows
- Publisher: 1C Company, e.p.i.c. interactive entertainment gmbh, Hyperion Entertainment CVBA, Linux Game Publishing Ltd., Monolith Productions, Inc., Snowball.ru, TopWare CD-Service AG, ZUXXEZ Entertainment AG
- Developer: Metropolis Software House
- Genre: Role-playing (RPG)
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Character advancement, Tactical RPG, Turn-based combat
- Setting: Future now past, Poland, Post-apocalyptic
- Average Score: 75/100

Description
Odium is a turn-based tactical role-playing game set in a post-apocalyptic Polish city called Gorky 17, overrun by mutants. Players control a team of three soldiers from different nationalities as they explore the city in real-time ‘Adventure’ mode, collecting weapons and items. When ambushed, the game switches to turn-based ‘Battle’ mode on grid-based maps. Characters gain experience by hitting mutants, allowing stat upgrades and weapon skill improvements. Each weapon has limited range and specific damage types, requiring adaptive tactics to overcome the varying mutant armor and immunities.
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PC
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Odium Reviews & Reception
metacritic.com (83/100): an excellent if simple tactical rpg – great character design and fun fights
completionator.com : The gameplay is rock solid.
mobygames.com (72/100): Odium is a good, solid game.
Odium Cheats & Codes
PC
Enter codes via command line or during gameplay.
| Code | Effect |
|---|---|
| -760722 (command line parameter) + Q during fights | Automatically win battles |
| [Shift] + [F10] → type ‘give me all’ | Grants invincibility, unlimited ammo, and all items |
Odium: Review
Introduction
In the annals of tactical RPG history, few titles capture the imagination quite like Odium, the North American moniker for Gorky 17. Released in 1999 amid a wave of genre-defining games, this Polish-developed gem from Metropolis Software House emerged as a cult curiosity—a daring fusion of turn-based tactics, adventure exploration, and RPG progression set against a chilling Cold War backdrop. Its very title, “hatred coupled with disgust,” hints at the visceral dread permeating its narrative and combat. Yet, despite its flaws—a linear story, repetitive combat, and infamous voice acting—Odium endures as a fascinating artifact of late-90s game design, a flawed but ambitious experiment that uniquely blended atmosphere with strategic depth. This review dissects Odium through its development, narrative, mechanics, art, and legacy, arguing that while it falls short of greatness, its potent cocktail of horror, conspiracy, and tactical brilliance secures its place as an overlooked cult classic.
Development History & Context
Odium emerged from the crucible of Poland’s burgeoning game development scene, crafted by Metropolis Software House—then a studio known for quirky adventures like Teenagent—and published by Monolith Productions in North America and TopWare Interactive in Europe. Development began as early as 1997 under the working title Haunted City, a misnomer that lead designer Adrian Chmielarz later dismissed as having “almost nothing to do with the game.” This early period saw intense debate over the core gameplay loop, with developers ultimately settling on a hybrid model: real-time adventure exploration punctuated by turn-based tactical combat—a bold choice that defied industry trends of the era.
Technologically, Odium pushed the boundaries of its time with the Real3D engine, rendering pre-rendered 2D backgrounds alongside fluid 3D character models. This approach, similar to Resident Evil 2, created a visually striking albeit constrained world. The game’s release in late 1999 placed it in a competitive landscape dominated by titans like System Shock 2 and Fallout 2, yet its distinct Polish perspective and Cold War paranoia offered a unique counterpoint. Ports followed for Mac (2002), Linux (2006), and even AmigaOS 4 (2015), though the Mac version was notoriously buggy, plagued by display issues and game-breaking bugs that rendered it nearly unplayable—a fate that likely hampered its broader legacy.
Narrative & Thematic Deep Dive
Set in the year 2008, Odium thrusts players into a grim alternate history where NATO operatives investigate a sealed-off Polish town built as a Soviet military training ground. When a first reconnaissance squad vanishes and monstrous hybrids—part-human, part-insect—begin terrorizing the area, a second team led by the stoic Canadian scientist-soldier Cole Sullivan is deployed. The plot unfolds through a series of linear encounters, revealing a web of conspiracy involving rogue General Kosov, unethical bioweapon experiments, and the terrifying “Matrix” program that birthed the mutants. Themes of dehumanization, Cold War paranoia, and scientific hubris permeate the narrative, echoing the anxieties of a post-Soviet Europe.
Characters, however, remain archetypal and underdeveloped. Sullivan is the grizzled leader, Owicz the cynical Polish jester, and Trantigne the French intellectual. Their interactions, conveyed via stilted dialogue and laughably accented voice acting (a recurring criticism), fail to evolve beyond stereotypes. NPCs like Joan McFadden (the doomed medic) or the enigmatic mutant Medusa add fleeting intrigue but lack depth. The story’s strength lies in its atmosphere—a pervasive sense of dread as players uncover the town’s secrets through fragmented notes and environmental storytelling. Yet, its linearity and abrupt, anticlimactic ending leave thematic threads unresolved, underscoring the game’s narrative ambitions exceeding its execution.
Gameplay Mechanics & Systems
Odium’s gameplay is divided into two starkly contrasting modes, creating a jarring yet compelling rhythm. Adventure Mode employs a top-down, point-and-click interface for exploration, inventory management, and interaction. Movement is real-time but constrained, with puzzle-solving reduced to rudimentary fetch quests and keycard unlocking—a stark limitation that minimizes adventure elements. The true heart of the game lies in Battle Mode, a turn-based tactical system triggered at fixed encounter points. Here, combat unfolds on an isometric grid where each character can move a limited distance and perform one action per turn—be it attacking, defending, or using items.
The tactical depth stems from weapon mechanics: pistols fire orthogonally, rifles diagonally, while shotguns offer spread damage and flamethrowers inflict over-time burning. Mutants exhibit varied resistances—some immune to tranquilizers or fire—forcing players to adapt strategies. Character progression rewards aggression, with experience gained from dealing damage (not just kills) and weapon mastery improving through use. By level 10, a weapon reaches “max damage,” encouraging specialization.
Yet, the system reveals significant flaws. Resource scarcity, particularly ammunition, creates artificial tension, while the lack of line-of-sight mechanics undermines tactical realism. Boss fights often devolve into attrition slogs, and the pre-scripted nature of battles—though enabling environmental interactions like exploding barrels—reduces replayability. Despite these issues, the blend of resource management, weapon proficiency, and grid-based positioning offers a satisfying chess-like challenge that elevates Odium above its contemporaries.
World-Building, Art & Sound
Odium’s world is its crowning achievement—a meticulously crafted Polish cityscape frozen in time. The bombed-out streets, decaying Soviet bunkers, and sterile laboratories evoke a palpable sense of decay and isolation. Pre-rendered backgrounds bristle with detail: rain-streaked windows, discarded propaganda posters, and flickering fluorescent lights immerse players in a haunting, biopunk-horror fusion. The 3D character models, while dated by modern standards, animate fluidly during combat, with subtle lighting effects enhancing the grim aesthetic.
Sound design amplifies the atmosphere. Adam Skorupa’s soundtrack oscillates between oppressive ambience and urgent combat cues, heightening tension during mutant encounters. Sound effects—from the sizzle of napalm to the guttural shrieks of hybrids—are visceral and impactful. Conversely, voice acting is infamously poor, with stilted deliveries and caricatured accents (e.g., Owicz’s exaggerated Polish cynicism) that often cross into unintentional comedy. This dichotomy—masterful ambiance versus campy delivery—encapsulates Odium’s identity: a game that takes its horror seriously yet can’t escape its B-movie roots.
Reception & Legacy
Upon release, Odium received a polarized reception. Critics lauded its graphics and atmospheric tension, with Game Revolution awarding it an “A−” for its “engrossing plot” and “novel gameplay.” European outlets like PC Action and GameStar praised its tactical depth, while Eurogamer noted its “smorgasbord of genres.” However, critiques centered on linearity, poor voice acting, and repetitive combat, leading to middling scores like GameSpot’s 59% and PC Gamer’s 34%. Player reviews were similarly divided, with some hailing it as a hidden gem and others dismissing it as “maddeningly simplistic.”
Over time, Odium’s reputation has evolved into a cult classic. Its unique Cold War setting and tactical innovation have earned it a dedicated fanbase, particularly among genre enthusiasts. The game spawned a series of sequels (Gorky Zero: Beyond Honor, Gorky 02: Aurora Watching), though these shifted to stealth action, diluting the original’s hybrid appeal. Historically, Odium is remembered as a precursor to modern tactical RPGs, demonstrating the viability of blending genres even when execution is uneven. Its enduring presence on platforms like Steam and GOG underscores a niche but persistent legacy.
Conclusion
Odium is a paradox: a game of ambition and limitation, brilliance and frustration. It succeeds as a atmospheric horror-thriller with innovative tactical combat, where the crunch of grid-based strategy and the dread of a decaying Polish world create an unforgettable experience. Yet, it falters under the weight of its own design—linear storytelling, repetitive encounters, and cringe-worthy dialogue prevent it from transcending its B-movie roots. Its legacy lies not in perfection but in audacity: a Polish studio’s attempt to carve a unique space in a genre dominated by Western titans, proving that even flawed experiments can yield moments of genius. For tactical RPG aficionados and connoisseurs of Cold War horror, Odium remains a rewarding, if imperfect, artifact—a testament to the era’s experimental spirit and a chilling reminder of the hatred born from human curiosity.