Zainstaluj Steam
zaloguj się
|
język
简体中文 (chiński uproszczony)
繁體中文 (chiński tradycyjny)
日本語 (japoński)
한국어 (koreański)
ไทย (tajski)
български (bułgarski)
Čeština (czeski)
Dansk (duński)
Deutsch (niemiecki)
English (angielski)
Español – España (hiszpański)
Español – Latinoamérica (hiszpański latynoamerykański)
Ελληνικά (grecki)
Français (francuski)
Italiano (włoski)
Bahasa Indonesia (indonezyjski)
Magyar (węgierski)
Nederlands (niderlandzki)
Norsk (norweski)
Português (portugalski – Portugalia)
Português – Brasil (portugalski brazylijski)
Română (rumuński)
Русский (rosyjski)
Suomi (fiński)
Svenska (szwedzki)
Türkçe (turecki)
Tiếng Việt (wietnamski)
Українська (ukraiński)
Zgłoś problem z tłumaczeniem
I am much more positive about this game but can understand your dissapointedment fully. First to get my huge disappointment out of the way.
The original from a gameplay perspective was very innovative, daring and special for these reasons:
1. You did not become stronger but made your enemy weaker.
2. Saving the game required an item, the 'gamesav' using it took time and made sound, attracting the enemy. This is genius.
3. No objective markers but getting directions and clues, asking NPC's for directions along the way. I haven't seen that in any other game as of yet.
4. The sneaking, in a way clunky, yes, but it was nerve wrecking and rewarding. Exploring places you should be, getting deeper and deeper, discovering more and more. One of my favorite memories in video games.
5. The simulated lives of the NPC's, extremely innovative around that time, didn't see it back in such a degree in other games even now.
None of these things made it to the sequel. Playing it and getting disappointed for each and every one of these points made me want to cry somewhere in a corner.
But! While I continued playing, the conversations and detail of the world slowly lift my spirit. I made sure to do a couple of things. Never track the missions. I don't want to see any waypoints. Need to figure out directions myself. Sure, I would sometimes check the rough location on the map but not just glue my brain to a marker.
Walk as much as I can, not jetpack from one NPC to the next. Taking my time to get the atmosphere in. I believe the atmosphere is still there. Not sure how to recreate the original magic now I am so much older and my brain has lost the childish wonder. (I believed that if I found a way to pass the inivisible walls in the original I would find a new world that nobody saw before yet.). Also, I try not to use fast travel too much.
I can say, I am actually enjoying it. I have a fondness for the characters. The cheesy humor, I admit that I like it. I find the world believable.
It is clear they wanted it to appeal to a broader audience. All the gameplay elements that made the original special where too risky for that. It got replaced by something less. But for me the soul, or essence, of Outcast remain.
I am greatfull that after so many years of the developers had the courage and perseverance to come with a sequel. I am enjoying exploring Adelpha again.
Thank you devs.
Outcast: A new beginning is an evolution of the series in every way that matters. We have a fully tracked map, and every quest is organized so there is absolutely no confusion. The enemy variety is much better than the first game as well: Creatures, robots etc. Yes, the enemy bases can get repetitive but there is always some aspect of repetition in an open world game. I remember just fighting the same Talons over and over again at the enemy camps in the first game and it got boring real fast.
The gameplay is also miles better than the first game. Better gun combat, better upgrades to unlock, the amazing jetpack boosting, gliding and hovering. It can't hold a candle to the first game. Again, not saying the first game is bad just outdated.
The original was good. but these things needed to be improved upon. Every open world game has these quality-of-life necessities. The game would be worse without them. Concerning the Alien's faces in the old game, everything was voxel art and pixelated, so you could only have so much detail. I think the evolution of the Telon's faces is a good choice. They still have elongated heads and are even more expressive now.
I'm just glad this ISN"T so much a copy and paste of every other open world game. There are no generic open world towers you have to climb, that show the locations of everything. It's why FF7 Rebirth feels so generic and artificial because you do the same activities over and over again. This game feels more organic. Sure, you go on similar quests to get materials and items but it feels more integrated into the world and natural to what's going on in the story. And without the open world staple of towers, you can actually explore and find things on your own.
This game feels just as much like an adventure as the first game did. Even more so, as the world of Adelpha is finally fully realized in such a way that wasn't possible in 1999. Although Second Contact did an okay job as well.
I don't know how many other open world games you have played but there is zero originality in this game if you have played numerous other open world games (honestly much of the mission structure in this game is even worse than the usual generic open world game and more akin to an mmo). It is the same tired filler quests and copy paste things dotted on a map. There is nothing that is an "evolution". I have seen this exact same cookie cutter formula in more games than I can count. The original Outcast was unique in what it did, even now 25 years later it is still unique and groundbreaking in many things it did and I know many people who still hold it as their all time favorite to this day. There is nothing unique here to be found or to be remembered by 25 years from now. It is just another generic game you have seen before in another costume to add to the pile. Also I don't understand players who actually can even be involved or invested in something where you can't get lost for a second but just be dragged around like a child with a magic marker guiding your every step. Zero thinking involved and the game basically plays itself.
I agree that the actual combat and movement is more fluid than the original, but that is the only thing.
This game is build like "copy-and-paste" and nothing more - 30 Outposts to clear, 43 Gork Eruption to clear, 20 Shrines to fly-and-jump, 50(oh-my-god) Orym trials to jump.
This game is not more organic, it is the apotheosis of the players' hopes dashed.
I'm not arguing - there are a good ideas and moments in this game. It just feels like at some point they significantly got tired of making variety.
But the world is so huge that it would be quite difficult to remove markers. That was possible in old games because they were much smaller and less cluttered. I still also wish they tried, but that would have required tons of work to make you find what you need naturally through hints, dialogs, landmarks...
Generic content like orym and gork are clearly bad, I dislike them.
Otherwise, the game is wonderful ! Jetpack is great and consistent with the world design, quests are well designed and very close to the spirit of the first game.
Sadly I think this is the death knell of the franchise. Swing and a miss. What a waste. This is what happens when you sacrifice originality and creativity to making a cool looking game trailer.
Plus, not every quest is copy and paste. A lot of quests have you gathering materials yes, but many quests had me:
leading a queen insect back to the Library, one had me climbing a massive tree, another had me taking the giant Gelanta for a walk as I protected it from enemies, one quest had me escorting those flying creatures to Sappa as you shot pods of larvae, another had me jumping onto the backs of and healing those flying creatures in the desert village, another where I had to find a junkyard at the bottom of a ravine and destroy toxic barrels, another where I had to herd those sheep creatures, one where I had to shoot the projectile into the mouths of those giant worms, and one where I had to find hidden children and shoot bells to make music etc. , etc. on and on.
So, it's not all copy and paste quests like you say. There is variety. And those temple trials where you have to follow the light are incredibly fun: jumping, hovering, flying, turning as you fly in the sky following their movements, to your reward. It's not as dull as you make it out to be.
Just a difference of preference, but man...those follow tinkerbell quests were the absolute worst. It felt like a pointless and boring waste of time to me. Definitely felt like mindless filler.
To each their own...
We clearly value completely different things in the original game and games in general. Again my main gripe is that this game does much of the complete opposite of what the original did. And like I wrote to me it is really much of the complete antithesis in terms of design philosophy compared to the original game. While that game had everything I love, this game has pretty much everything I loathe in gaming today. The reason the original is still my favorite game 25 years later after having played 1000:s of other games is that that game focused on feeling authentic, immersive, dynamic and like everything had a reason and explanation in the world to drag you into that world and believe it was almost real. Even how the save system was not just a tacked on menu but you actually had the crystal that you had to take out and squeeze and it emitted a light that could alert enemies. Everything had deliberate thought behind it and like every part had a reason and internal logic to make you believe in the world all the more.
Compare all that to this that is as artificial and fake as it comes. Everything feels like a theme park with fake scaffoldings and does not even try to be convincing as you do another race against a light with a big "RESET" button prompt on the screen while bouncing around on flowers like in a Mario game. Or doing the 25:th iterations of the exact same activity on another marker on the map while at the end opening a glowing chest or punching a flower to get the reward. Or doing one of the isolated minigames with tutorial prompts that pop up to explain the current minigame. It is bland, fake, artificial and the complete opposite of believable or immersive and have been done to death in other games. It is just filler "content" to spoon feed the player to fill up time. It does not help that every quest feels completely trivial and there is zero challenge and you just have to go through the motions. I played on Hard but I never once felt the slightest challenge or even pushback from the game in any way. It was really like being dragged around from one point to another to just do the next busy task.
About the map markers, I do loath map markers but honestly they are not the main gripe as most other games these days have them and still can manage to feel interesting in other ways. Games like The Witcher 3 and Baldurs Gate 3 etc have map markers but the actual quests are still engaging and involving so it is possible. The issue with Outcast "2":s quests though is that they are as bland as they come and to me they reek of MMO style with small bite sized quick missions that all feel bland and like busy tasks. All the quests you describe have mechanics that have been done to death in other games and only adds to the feeling of the game feeling artificial and fake as opposed to dynamic and immersive. Take the escort missions, it is the usual thing where you are locked into a route where your escort moves on a set route a bit and then at predictable intervals there comes a wave of enemies then you move a bit and another wave comes. You could predict it in your sleep. Repeat 3-4 times and the "mission is completed". The herding mission is the same, a tutorial prompt pops up on the screen informing the player that he needs to herd the sheep into the pen, completely artificial and gamey and anyone who has even played a handful of games have done the exact same things more times than can be counted in other games. "find a junkyard at the bottom of a ravine and destroy toxic barrels" consists of just flying to the magic marker and destroying x amounts of mounds and shooting x amount of barrels. Very involving.
As for navigating without quest markers it would be a challenge indeed but it could be done as other big games have done it (Morrowind is one example of a huge game without them etc). They could have used the same system from the original Talans pointing the way or honestly if the game even cared about even trying to have some sort of internal logic and explanation for things they could have gone with having glowing lights that showed the way and the explanation could be that it is the Yods that is guiding the Ulukai. Anything to at least *try* to make things feel believable in some way. Honestly the hugely popular Elden Ring would be a great inspiration of a huge open world game without map markers and where you instead get some guidance from speaking to the NPC:s, just exploring and even the guidance of grace light that points the way. But this game completely lacks even trying to do that even though it could have a good context for it with the Yods and the general magical fantastical nature of the game (it is harder to make a logical explanation in a purely realistic game) and instead just slaps on the usual generic hud interface with a magic marker and quest panel cluttering up the screen that have no context at all and just screams at you that you are just playing another generic game.
So yes we clearly value completely different things. I could see how this could be entertaining like other games like it if one just wants to disconnect the mind and zone out. It is the exact same formula of other Ubisoft type titles or mmo:s that also serve a buffe of repeating busy tasks. But it is nothing like the original Outcast.
Sorry, but again I respectfully disagree. Open world games need good user interface options and quest trackers. It's 2024 and is pretty much a basic requirement of all open world games. Not having them, makes the game feel archaic and dated or quite frankly, not made well. The world is far from artificial with them in place. Sure the Gamsav was cool for the time, I get that. But that doesn't work in a massive open world game today, where you need to save your progress fast and efficiently.
Bouncing off of flowers is a mechanic that helps and aids the gliding. As to give you height fast. Which makes the gliding mechanic more fun and easier to use throughout the world. Without it you would spend needless time jumping up cliffs to even get the needed height You need. It's there for a faster alternative to get places. Which is great.
As for the issue you have with repetition. Almost every open world game has repetitive aspects to it. No open world game can escape it. Breath of the Wild/Tears of the Kingdom, had excessive resource gathering and dull npc sidequests, The Witcher 3 had copy and paste monster hunts, Skyrim had copy and paste dungeon aesthetics, Starfield has copy and paste planet exploration. The list goes on. At least this game has a beautifully crafted world to explore, fun character interactions and dialogue and a fun story. Some open world games don't even have that.
"walk to marker press X" that is what games have been since then. There i no effort in the quest dialoque no variation just stupid time wasting walking to marker.
And to make it worse there is also glowing objects. Completly pathetic.
Sadly I cannot say it about this game. While i love the world and the graphics, the whole game is just about running from an icon to an icon in an open world.
There is no sense of discovery like for example in Skyrim. At least judging from what I have played so far. Everything here is based on icons and thats so archaic.
You are completely wrong, open world games does not need quest trackers at all. They are a lazy excuse to just herd lazy players around. Again just one random example is Elden Ring that does not have them and many other games also lack them. Quest markers inherently make things feel artificial and gamey since they ARE artificial in their nature. With them you are guided around like a brainless child who are who are not even tasked with following simple commands on your own. There is zero sense of adventure when all you have to do is just blindly following a glowing marker around. It completely destroys all sense of exploration or agency. It is like fast food for the gaming industry, dumbing people down to just wanting to sit passive and not have to use their brains or figure anyting out themselves. The huge success of games like Elden Ring and others can hopefully face out these crutches though to give us more interesting games again where players are not pandered to in this way.