I've now played through each of the game's main questlines, across three different characters, and I think that this is the best 7/10 game I've ever played. When I first started playing I really wasn't sure about it and even considered a refund but as I kept coming back it slowly grew on me. It's janky, made on a budget, and there are plenty of questionable design choices, but overall I think it offers something pretty unique even apart from it's obvious influences like Gothic. This isn't an RPG that you're playing for the quests and dialogue or even the loot and character building (although I think those last two are actually pretty good). It's truly focused on exploration at your own pace and those other elements are just there to tease out your curiosity, add some form of progression and to nudge you towards interesting places. The way in which the gameplay systems connect to each other can actually be pretty elegant which surprised me. When you think eurojank you don't expect great balance but generally the economy and class system holds up. It's an RPG with no levels or exp so all progression is based on equipment and skills, which you purchase. This creates an interesting dynamic where cash is king but getting the cash requires an investment in time and resources like. You won't be making bank just killing bandits out in the field, you need to go deep into scary places to get the good shit. That's where the backpack system really shines imo. It's neat that your inventory is actually a physical item that you carry around (and can drop on the ground to give you a better combat roll) and the way carry weight works is similarly smart. When you become overburdened you're not immediately stuck, you just lose some movement speed which decreases further as you become more full of stuff. This gradiant kind of let's you decide for yourself just how far you're willing to go, keeping in mind that with no form of fast travel you'll be lugging everything back manually. This is pretty much the main gameplay loop, deciding how far you can travel while still being able to comfortably make it back to town while maximizing your loot gains, and it's pretty engrossing to me. The survival game elements actually work well here too, and aren't really obtrusive at all. This is because you're very rarely eating/drinking/sleeping just because you have to fill a meter but because you're actively seeking the bonuses that food or sleep confer. Of course you'll be fighting things while you're off exploring and I for one think the combat system is perfectly functional. It's kind of simple but with just enough moment to moment decision making to keep it interesting. The previously mentioned backpack drop manuver is a good example of one of the nice little touches that add a lot. So dropping your backpack gives you a better roll, which is great, but it also has some disadvantages. For one, you're often fighting in caves or tombs or whatever and your lantern is usually tied to your backpack. Shit gets dark in Outward so if the fight takes you out of the area of your downed light source you can get truly fucked. For two, your backpack has all your shit in it, so if say you want to chug a potion or douse yourself with water to keep you from burning to death you'll have to either grab it mid fight or do without. The way death works is quite unique. You never actually die in Outward, instead you're knocked unconscious and then some event happens depending on where you died or what killed you. Some friendly mercenaries might drag you back to town, or you might get thrown in a prison and have to escape or just end up back at the beginning of the dungeon (or sometimes even deeper in). These are pretty hit or miss for me. Some seem overly generous, like just sticking you back at the start. Others can be a nightmare, like stranding you deep in the dungeon sometimes separated from your backpack. Overall, if there is one thing I really like about the combat it's that generally encounters feel significant. Often there will only be 1 to 3 tough fights between you and the end of the dungeon and that really incentivizes you actually use everything at your disposal (potions, food, buffs, skill cooldowns, etc.). I mentioned that I've played with three different characters, each with a different build (roughly corresponding to a mage/fighter/rogue) and I was really pleased by not just how different each felt to play but also by how similarly powerful they all ended up. Each had their own strengths and weaknesses but none of them felt vastly over or under powered. I've seen some things about this being a classless system and that's a bit off. There are classes, but only some of their skills are exclusive, most are available for anyone to learn. Also you get to pick three class specializations so the exact build you make can be pretty flexible. If I have any general advice for character building it would be that you can get quite far without specializing so wait awhile before you decide even if you have a build in mind. Also don't do what I did on my first character and take a bunch of mana before you actually have access to good spells lol. There are three main questlines, each centered around one of the three major factions and this aspect more than any other really harkens back to Gothic. The story is focused mostly on tribal politics with a bit of mystical lore and it's really not bad. Totally adequate story for this sort of game, excluding the voice acting which I found distractingly bad and turned it off. Most importantly though is that the quests do a good job of pointing you towards new areas and rarely feel urgent enough that you feel bad taking some time off to do your own thing. Notably, even having done all the major quests there were still dungeons that they never took me too. If you're a normal person and only do one questline there will be tons of places left unseen. One of the factions doesn't even require you to visit one of the four regions at all. These quests are really just supplemental material, and that's underscored by the ending which is essentially “great work, now go fuck around”. To camp out on the four regions for a minute: they're spectacular imo. Again, this game was made on a budget so everything looks a bit last gen and yet they've done a great job with what they had to work with. Each region has its own theme and personality with a unique set of challenges to consider. I just loved romping around in these places and poking into dungeons I shouldn't have been in. Also got to give a shoutout to the wonderful overworld tracks, especially the hallowed marsh theme.
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