3/2/2023 0 Comments Outward coop![]() To make up for the lack of quality, you will lock onto foes as you wildly try to pivot around them, swinging whatever weapon(s) you swept up on your way out of the city. Even a solid, well-timed hit from you can result in a counterattack so detrimental that you end up taking more damage than you dealt, even from the lowest level foes. In this brief moment of time, however, the enemy is not staggered so they can continue to move and fight and will do so quickly - often pivoting faster than the player. In combat, each blow you land takes a moment of frame time for the impact. However, Outward’s implementation of this system lacks the tight and frantic fighting that was so wonderfully balanced in the Souls’ games. The game attempts to copy / paste Dark Souls’ fighting style with the player attacking and then blocking or rolling to avoid incoming attacks while trying to be sure not to deplete their short supply of stamina. Regardless of whether you keep or lose your home, you’ll eventually leave the city and will quickly learn that everything in the great outdoors wants you dead but that’s ok - you grabbed some low-damage weapons so you can fight, right? Not if the game has anything to say about it.Ĭombat in Outward is consistently clunky. As the game lacks fast travel (more on that later), using this home as a means of storage becomes an out of the way chore. ![]() However, we soon discovered that whether we kept or lost the house, the only real difference was having a homestead in which you and any loot you may find can stay. Rather than leaving the city, my co-op partner and I picked up everything that wasn’t bolted down so we could sell it back to the folks of the village and scrape together just enough money to keep living among them. ![]() The third attempt yielded better results. The consequences of this were not fully explained, and it felt like failing, so I began my journey again. In my first and second attempts this is exactly what happened, leaving me homeless. ![]() If you die while you’re out adventuring and trying to earn money, a large chunk of time will pass before you’re revived, meaning you’ll likely lose your house. You set out into the unknown to try and amass enough to pay off your debt which feels like a relative fortune. So you move around the city and gather the essentials in order to leave: backpack, weapons, water, and anything else you will need outside the safety of the city walls (bandages, food, etc). You’re just yourself… good luck! This idea captured me initially, as I loved the prospect of just doing my best to survive in the game world no matter how much it tried to hold me down, but Outward takes it to the Nth degree, making the constant struggle for survival feel like an excuse to mask actual gameplay rather than a design choice.Īt the game’s open you owe an insane amount of money on your house that you must repay within a very short time, lest you get evicted. Outward is an open-world game that asks the question “You’re nobody special and you do nothing well can you survive?” Rather than being a hero like in most games, you play, well, you - not a legendary warrior, not a Dragonborn, or any anybody. I had just escaped a narrow death at the hands (paws?) of large dog-like foes and the only thought I had was “Well, now what?” This was not the first time and it would not be the last as Outward drops the player into a game world, shrugs its shoulders, and leaves the player(s) to their own devices, for better or worse it is almost always, unfortunately, for the worse. I stood on a mountain, my partner beside me, looking out across the land.
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