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being able to control most enemies was something that wasn't done before in this way. so it absolutely was innovative. was is the pinnacle of innovation? no, but if you put it into contrast with Astro Bot in particular... then oh boy... and that's the point here.
the moveset in Odyssey is also by far the deepest of any platformer out there, with such an insane amount of base moves and combos you can do with them that I'm pretty sure I couldn't even name them all.
calling it simplistic either means you never learned all the moves or you have an extremely high standard when it comes to depth... at which point basically no platformer in the world could ever satisfy you
if you liked it or not is a different topic altogether, but claiming it has no depth is insane, and claiming it has no innovation is intellectually dishonest.
EDIT
just to illustate the very basics of Odyssey's depth I made a quick video.
I show most of the moves you can do (although I think I forgot to include a few like crouch flip and backflip)
and I'm showing a simple jump combo at the end up to some hidden coins, that's an easy one... there are combos in this game that I probably would fail at even tho I played this game 5x as long as Astro Bot.
even this simple trick go get up there took me multiple tries because I am rusty in the game as I haven't played it in more than a year, and haven't played it seriously since 2 months after it came out.
and in order to make it up there you need to experiment with the controls, you need to get decent at them, and you need to notice the potential to use them.
and that's what's fun about games like Odyssey to me. it's the mastering of the game.
yes, completing it is easy, but getting really really good at it isn't.
like Tony Hawk games are also easy to complete, but doing crazy highscores isn't.
Saying that more moves is better is like the old Bethesda saying, "see those mountains? You can go there." Deeper isn't always better.