Posted November 24, 2019
low rated
This is the long version of my 1 star review
The game is supposed to be an rpg in 2019, however it has:
- No Attributes: Nothing to rise, nothing to make your character unique or have it strengths and weaknesses. Even in 1987, characters where already defined by their attributes. Here, you are the perfect default-every-one-the-same person, shallow and uninteresting (and ugly, but at this point, you don't care about that)
- No skills or classes to gain expertise: None to rise or choose, only buy with coin. It doesn't matter if you did something even once in your life. Sell your marmalade a year and be 'level' 100 without ever leaving the city, just buy yourself up - the game should be named 'capitalism'.
- No experience, you only leveling by buying with coins (as consequence, you do no role-playing). Either kill stuff to get coins or missions to get coins. Smart dialogs: not implemented or necessary, make coins not experience. The missions are even more uninspired as in those pay-to-win grinders - go to cave, kill all and grab mushroom. I had thought that we are over this for decades - well, now bad game design is clearly back.
- Inventory: It doesn't matter how strong you are (remember, no strength attribute anyway) only how many pockets there are, which defines: no - not the size, but the weight. So, no heavy lifting unless you made coin for some backpack.
- Actions: Opening that chest of yours (or any interacting), always hold 'action' for 3 seconds, because our own chest in your own home is.. I dunno have any explanation but bad design
- Water impassable: Remember Ultima Underworld from 1989 where you could swim? Well, here you can't - a survival rpg - water, is an impassable obstacle. And I'm not even thinking about something reasonable in 2019 like cold water that freezes you like in Skyrims Frostfall from 2010.
- No jumping or climbing: Remember Ultima Underworld from 1989 where you could jump? Well, here you can't - in a survival RPG - that 40cm rock on the floor is impassable.
- The map: Remember Ultima Underworld from 1989, where you where able to make notes in a map. Well, here - in a survival RPG, that requires you to take notes and figure stuff out - all you have are 5 different color markers which sometimes (by bug or bad design) displace themselves.
- Treasures: Remember how excited you where in other games to find that hidden treasure inside that hollow stomp, half drowned in the swamp or covered by camouflage? Here, all chests are in the same, dull, uncompassionate wall ruin scattered in some random noise pattern having no reason in most places to be there - except because of bad level design.
- The graphic is mediocre, in many places looks like it was just bought together in the Unity marketplace and dumped somewhere without any reason. The light effects, sparse as they are, are nice thou. Lighting is basically the only thing that is well implemented. It's actually a Unity-default. On the other side, many areas are even worse than games from the 90's. Empty/sparse and dull in normal, but this flickering in the desert - it's supposed to show blazing heat just only gives eye cancer. As a side-note, the terrain isn't even closed. Thousands of gaps in the floor where triangle vertices don't match look really unprofessional - and as such match the rest of this game all too well. There is also a reoccuring jagging while moving over terrain, like a latency, but without having network gameplay.
- The environment, one of the most important parts in a 'would-like-to-be' survival rpg is horribly cheap. It looks like someone generated a random noise in Photoshop and said 'height-map done'. Its all just a fanciless bumped terrain with seemingly randomly dropped things like a rock here for no reason, an enemy there with no reason, a bush with berries in the middle of the road/street, the most obvious evidence that they just placed objects in a 10 seconds work per random noise. Uninspired and lifeless. Most hilarious: the 'ducks' or whatever these little white bird-enemies are which really chase you from one side of the map to the other - no way they just loose aggro, waiting at the front door of your town for days for you to get out again. Lil' thugs, these birds.
- The economy is completely wrong. You remember, it's basically the only thing you have - no XP, no attributes, just coins. And usually, in an economy, things gain value if you put effort into creating something of higher tier. Not so in Outward. Here, basic resources are worth more than the crafted or refined items. Example: A tripwire (buy for 4 silver, sells for 1). After you bought the skill, you need 2 Iron Scrap (buy 3, sell 1), Line cloth (buy 1, sell 0) and wood (no cost) for 2 traps worth 8 silver, sell 2. If you buy the resources, you pay 7 for the resources, or sell them for 2. So crafting something out of them (which you bought the skill for) makes you make the same coin than just selling the resources - your skill and hard work, seemingly worthless. Similar, for example the Bolt Rag (buy 15, sell 4). You need to buy the skill (25 silver), buy the alchemy set (80 silver), the Larva Egg (buy 15, sell 4) and Line cloth (buy 1, sell 0). So it's cheaper to just buy the rag directly while selling after hard alchemist work, yields no profit. (remember - profit is all that counts, no xp - because they where lazy to implement even another number)
- The magic system, when you get to unlock it, is rather dull and unsuitable for the rather fast paced encounters. I've only unlocked the magic of the first map and beside the warm spell during 'so called winter', useless. Just trap-stab every enemy is faster, cheaper and because of the 'you loose mana during sleep' effect, if you need it, you don't have any anyway (random ambush).
- Sound: Last but not least the sounds. Some are nice - mostly the silent ones you don't hear at all. If you ever played an hour in heavy armor with this constant, monotone *bling-bling* noise without loosing your mind or just turn of all sounds (there is no other option than on or off) you are a tough one. This is another prove they never test-played it themselves. No one can be so ignorant to not notice this - unless you are a bad designer.
- Autosave only: Worth mentioning is also, that the game is autosaveing the progress, which, considering the bad design and missing documentation quite often leads to unwanted results and manually zipping the save folder to have a backup state to not start over.
I've played this for a couple hours, than to gather all the evidence tested this for even more time to write this review. I haven't seen much beside most of the first map, lots of the "so called jungle' with it's 20 like trees and a few minutes of desert - and both time frames are wasted time. At least it can be proud to be the first game of roughly 90 I bought here, I made use of the 'get-money-back' option. I can only hope, GoG will not pay them. I reviewed a lot of games rather low, but I must admit, the other developers, as bad as their games where, at least tried. The developers here? The never did.
I hope this review helps you to make the right buying decision - keep a distance of this 'product'.
The game is supposed to be an rpg in 2019, however it has:
- No Attributes: Nothing to rise, nothing to make your character unique or have it strengths and weaknesses. Even in 1987, characters where already defined by their attributes. Here, you are the perfect default-every-one-the-same person, shallow and uninteresting (and ugly, but at this point, you don't care about that)
- No skills or classes to gain expertise: None to rise or choose, only buy with coin. It doesn't matter if you did something even once in your life. Sell your marmalade a year and be 'level' 100 without ever leaving the city, just buy yourself up - the game should be named 'capitalism'.
- No experience, you only leveling by buying with coins (as consequence, you do no role-playing). Either kill stuff to get coins or missions to get coins. Smart dialogs: not implemented or necessary, make coins not experience. The missions are even more uninspired as in those pay-to-win grinders - go to cave, kill all and grab mushroom. I had thought that we are over this for decades - well, now bad game design is clearly back.
- Inventory: It doesn't matter how strong you are (remember, no strength attribute anyway) only how many pockets there are, which defines: no - not the size, but the weight. So, no heavy lifting unless you made coin for some backpack.
- Actions: Opening that chest of yours (or any interacting), always hold 'action' for 3 seconds, because our own chest in your own home is.. I dunno have any explanation but bad design
- Water impassable: Remember Ultima Underworld from 1989 where you could swim? Well, here you can't - a survival rpg - water, is an impassable obstacle. And I'm not even thinking about something reasonable in 2019 like cold water that freezes you like in Skyrims Frostfall from 2010.
- No jumping or climbing: Remember Ultima Underworld from 1989 where you could jump? Well, here you can't - in a survival RPG - that 40cm rock on the floor is impassable.
- The map: Remember Ultima Underworld from 1989, where you where able to make notes in a map. Well, here - in a survival RPG, that requires you to take notes and figure stuff out - all you have are 5 different color markers which sometimes (by bug or bad design) displace themselves.
- Treasures: Remember how excited you where in other games to find that hidden treasure inside that hollow stomp, half drowned in the swamp or covered by camouflage? Here, all chests are in the same, dull, uncompassionate wall ruin scattered in some random noise pattern having no reason in most places to be there - except because of bad level design.
- The graphic is mediocre, in many places looks like it was just bought together in the Unity marketplace and dumped somewhere without any reason. The light effects, sparse as they are, are nice thou. Lighting is basically the only thing that is well implemented. It's actually a Unity-default. On the other side, many areas are even worse than games from the 90's. Empty/sparse and dull in normal, but this flickering in the desert - it's supposed to show blazing heat just only gives eye cancer. As a side-note, the terrain isn't even closed. Thousands of gaps in the floor where triangle vertices don't match look really unprofessional - and as such match the rest of this game all too well. There is also a reoccuring jagging while moving over terrain, like a latency, but without having network gameplay.
- The environment, one of the most important parts in a 'would-like-to-be' survival rpg is horribly cheap. It looks like someone generated a random noise in Photoshop and said 'height-map done'. Its all just a fanciless bumped terrain with seemingly randomly dropped things like a rock here for no reason, an enemy there with no reason, a bush with berries in the middle of the road/street, the most obvious evidence that they just placed objects in a 10 seconds work per random noise. Uninspired and lifeless. Most hilarious: the 'ducks' or whatever these little white bird-enemies are which really chase you from one side of the map to the other - no way they just loose aggro, waiting at the front door of your town for days for you to get out again. Lil' thugs, these birds.
- The economy is completely wrong. You remember, it's basically the only thing you have - no XP, no attributes, just coins. And usually, in an economy, things gain value if you put effort into creating something of higher tier. Not so in Outward. Here, basic resources are worth more than the crafted or refined items. Example: A tripwire (buy for 4 silver, sells for 1). After you bought the skill, you need 2 Iron Scrap (buy 3, sell 1), Line cloth (buy 1, sell 0) and wood (no cost) for 2 traps worth 8 silver, sell 2. If you buy the resources, you pay 7 for the resources, or sell them for 2. So crafting something out of them (which you bought the skill for) makes you make the same coin than just selling the resources - your skill and hard work, seemingly worthless. Similar, for example the Bolt Rag (buy 15, sell 4). You need to buy the skill (25 silver), buy the alchemy set (80 silver), the Larva Egg (buy 15, sell 4) and Line cloth (buy 1, sell 0). So it's cheaper to just buy the rag directly while selling after hard alchemist work, yields no profit. (remember - profit is all that counts, no xp - because they where lazy to implement even another number)
- The magic system, when you get to unlock it, is rather dull and unsuitable for the rather fast paced encounters. I've only unlocked the magic of the first map and beside the warm spell during 'so called winter', useless. Just trap-stab every enemy is faster, cheaper and because of the 'you loose mana during sleep' effect, if you need it, you don't have any anyway (random ambush).
- Sound: Last but not least the sounds. Some are nice - mostly the silent ones you don't hear at all. If you ever played an hour in heavy armor with this constant, monotone *bling-bling* noise without loosing your mind or just turn of all sounds (there is no other option than on or off) you are a tough one. This is another prove they never test-played it themselves. No one can be so ignorant to not notice this - unless you are a bad designer.
- Autosave only: Worth mentioning is also, that the game is autosaveing the progress, which, considering the bad design and missing documentation quite often leads to unwanted results and manually zipping the save folder to have a backup state to not start over.
I've played this for a couple hours, than to gather all the evidence tested this for even more time to write this review. I haven't seen much beside most of the first map, lots of the "so called jungle' with it's 20 like trees and a few minutes of desert - and both time frames are wasted time. At least it can be proud to be the first game of roughly 90 I bought here, I made use of the 'get-money-back' option. I can only hope, GoG will not pay them. I reviewed a lot of games rather low, but I must admit, the other developers, as bad as their games where, at least tried. The developers here? The never did.
I hope this review helps you to make the right buying decision - keep a distance of this 'product'.
Attachments:
outward_01_treas.jpg (73 Kb)
outward_04_forre.jpg (61 Kb)
outward_05_skill.jpg (26 Kb)
outward_rocks.jpg (36 Kb)
outward_06_gaps.jpg (47 Kb)
Post edited November 24, 2019 by andreas.scholz