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The quest markers may not be immersive or the ultimate experience in realism, but that doesn't detract from how immersive the actual world is. I don't give a damn about the user interface, sure it's there but I'm paying more attention to the world around me: the aesthetics, the alien wildlife, the strange towering plants and trees, the sky, the Moons, the alien landscape.
I don't care at ALL that I have a marker telling me where to go on the screen. Because I can choose to IGNORE it and just explore everywhere else in-between before I actually decide to follow it. I don't want to be left with no direction in a world this MASSIVE. The first game was smaller so that was fine but that won't work for this game or any ginormous open world game.
The fact is in this game, they don't even try to do things well : some talan says "go see talan X" or "go to place Y" without telling where they are, and even the text of the quest log is "go to the marker on your minimap". That is very lazy.
And I agree with "outcast" that finding your way through the quests was a singular aspect of the original game, so it's a bad move to completely ignore that in the sequel. The original game was indeed much more immersive.
Still, saying they are complete opposites is just far too exagerated... Quests are very similar in the 2 games and it is really just a matter of lacking "immersion".
At least stop repeating that it would not work without these handholding markers as many other games that have even bigger worlds than this, like Elden Ring or Morrowind etc etc does not have quest markers and you can still find your way with clever game design and proper descriptions. And perhaps one also have to do a little bit of exploring at times to find ones way. Just as one would in a real adventure. I am playing the original Outcast again and honestly the world is quite big, especially compared to how much slower you move (and considering every important NPC is not marked out with a big exclamation mark) and I can still get by perfectly fine without having a glowing ball showing me exactly where to go at all times.
Gothic 1, 2 and 3.
You should probably read the full thread before coming with responses. I literary said that "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 map markers are not the main issue with the game, they just add to the complete lack of involving quest design and further enhances the way this game is hand holding to the extreme. If the game does feel immersive and involving in other way it can still be interesting. The problem with O2 is that it lacks that completely. Regarding Assassins Creed and Far Cry 3 etc and the formula they established it worked for a while, but it has become extremely saturated and predictable. It was a fresh take when AC was released almost 20 years ago, but after unnumerous iterations of the exact same formula over and over and over again it has played out its role.
And it is such a tired and done thing, or as someone else wrote in this thread earlier summing things up pretty well: ""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""
By the way, if you browse the forums or other places you will see I am far from alone in thinking this game went in the complete wrong direction and honestly yes if you do not see it yourself you are delusional. This game is pretty much the complete opposite of the original in all its design philosophy at every point. I actually questioning myself at some point if it could be just nostalgia but I am currently replaying the original as we speak and the contrast can't be more clear. Even the world and the Talans does not feel the same when actually going back to the original. They feel like Avatar cartoon versions in this game. It becomes extremely clear that the vast majority of the people who worked on that game where not working on this game so it is actually not that strange.
Whenever I described Outcast to people and why it was so amazing was exactly because it feels so authentic, mysterious, immersive and believable. Like stepping into another living breathing world with characters that where alive. This game is the completely and utter opposite of that on every level. Describing this game is by using the completely opposite terms of describing the first tone. It is fake, artificial, hand holding and repetitive to the extreme.
If your idea of Outcast is a game where you follow a marker around without having to figure out a single thing on your own, doing 50 iterations of the same copy paste content, shooting at enemies while damage numbers spew out of them like some arcade mobile game and collecting glowing orbs like candy, chasing glowing lights around while bouncing on flowers on a timer with a "HOLD Y TO RESTART" prompt in the middle of the screen, speaking to static NPC:s with "!" signs over their head who does not even react to your presence or if you shoot at them and doing minigames with tutorial prompt popups before they start then you need to replay the original to get a reality check as it has nothing in common with the first one.
The last sentences are a pathetic attempt to quit a discussion when you no longer have any arguments.
Outcast is absolutely right in what he wrote about O2. The mission design is a complete disaster. I've rarely seen such stupid and boring missions in an action adventure. O1 is light years better. Comparing O2 to O1 is a disgrace because O2 is only a partially immersive game, with the majority of the game being a generic disaster. The game is rightly selling poorly and fortunately we won't be hearing from this brand again in the future. I don't mind repetitive gameplay if the gameplay is good. An example of this would be Drakan 1 or Drakan 2. These games were in no way generic, but rather incredibly immersive. It's also a mystery to me why THQ didn't pull the plug early on in development after seeing that 3/4 of the game was copy and paste. How you can screw up a game like that is an art in itself. The sole blame lies with the naive and incompetent developers who killed the brand.
He was south from here last time i saw him, far way
I do not know where he is"
You might like it, but man, I hated this search for NPCs in the original. It was frustrating and didn't respect my time. The majority of innovations that have happened in gaming for the last decade or so are all about respecting the player's time.
This new game is a pretty solid re-imagining of the old game with new mechanics. It serves the same goal, plays out the same, and its essence is still present in this game. Exploration is the main objective, and it does that flawlessly.
You might argue that this game is too Ubisoft-inspired; the world is too empty, and there is nothing to do. But even this is leaps ahead of the original game. The original game was very empty. The only thing it really had going for it was the novelty of the new world that you get to explore for the first time, but when you figured out how it works, it became very, very monotonous.
One thing the original had that this game should have had is proper puzzles. There is not a single puzzle in the game, just platforming.
I get it, believe me. People want comfortable, they want similar, they want easy to pick up and play, they want to consume content as fast and efficiently as possible and move on. However, as the OP said, this is the complete opposite of what the original Outcast was. He's 100% correct.
Not just to argue for the sake of it, but I have a hard time seeing how one can make an argument for filling games with hundreds of iterations of copy paste material these days is "respecting the players time". It is pretty much the exact opposite of that, it is filler content made to artificially buffer up the playtime. And for exploration, since everything is handed to you directly on a silver platter with GPS, markers and guide arrows there is zero sense of exploration or discovery. I guess the "collectibles" like the diaries and some modules would be the small exception.
Even though I think it is one of the best features I could see why someone could find the searaching for NPC:s to be frustrating though, even though I think it is one of the most immersive and genius things about the game, it makes things feel so much more alive and dynamic to even have that option as the player to ask NPC:s for locations. Replaying the original right now this is actually one area I would have loved to see improvement upon even further. I think this will come in the future for other games though as dynamic AI behavior will be improved as AI in general improves. Again in another world I wish I could have seen O2 actually build upon these systems and spearheading interesting AI and NPC behavior as they did with 01 25 years ago.
Exploring in the first game was fun, in this game it's by thenumber outposts and time trials. The Talan were a weird, alien race in the first game with their own culture; now they just act like regular tribal humans but dumb because it's funny. Everything that made the Talan interesting like their essence powers has been handwaved away. The other thing is the first game had a mechanic where what you did actually hurt the enemy army; that's totally gone.
By pretty much every metric, this game was a total failure. It sold poorly, fans of the original game universally dislike the terrible writing, and the fact that this isin't actually an Outcast game at all is kind of a problem. The good news is that the rest of the gaming industry is looking at this and writing everybody who works at this companies name on a "Do not hire these morons" list.
Isn't that exactly what you're doing and projecting said thing onto others in hopes of winning an argument?
Amen.