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You are aware that there is a map/log you can connsult to see any hints you (or rather your character) picked up?
It's very neatly arranged, so keeping track of what you discovered is actually pretty easy in this game. It even tells you, if there is anything you missed and makes connections between different hints just like in detective movies on a drawing board.
Uncovering the story keeps me engaged so far and the tool that picks up the frequencies is a great way to set up mysterious goals imo.
Brittle Hollow so far is a pain in the butt and the least fun planet, but its only one out of several, so I'm not to enraged.
Btw, I'm very glad that there is no unlock ♥♥♥♥♥♥♥♥ in this game and I very much hope it stays that way.
The story is interesting and easy to follow since I you're running out of things to explore, you can follow the mission log markers.
The places to visit are all extraordinary, unlike most "exploration" games made with procedural or repetitive world pattern. In the end, it feels nice and mysterious. I'm quite surprised by the whole experience, I didnt expect it to be that good.
Maybe exploration gameplay isn't something for you ?
The tool to pick up frequencies is cool and all, but it leads me to planets I was already going to visit and there is no if and buts about it, since they are marked on the map clearly. It leads me to NPCs that I found easily without it. It leads me to Quantum moon, which I can't land on and there seem to be some other impenetrable mechanics to get to it using the gravity launcher.
There is the probe launcher for which I can imagine only one use: launch it in a hole, read a puzzle solution form a wall, apply said puzzle solution outside. Unfortunately, like I said the game is barely interactive and has barely any mechanics. In consequence, there is nothing interesting you can use the probe for. Maybe once I find a good use for it I'll have an Eureka moment and appreciate how clever it is.
So far I only found some balls that you move that do either something extremely straight forward, like open a door, or do something that unlock more backstory or has no effect I can make head or tails off.
I'm one to greatly appreciate random tidbits of text giving personality to long dead NPCs, the writing is good, the story tidbits are great and want to find out more.
But so far all I could do is walk, engage with no mechanics, discover story or cute tidbits giving personalty to the long dead civilization and unlock hints to other texts which will probably be other story bits.
What I did not do: achieve anything! I had zero goals form the start and discovered zero concrete goals while playing. Yeah, I get the broad strokes of the story and me as the player have a few vague goals, but they do not materialize in game.
I do not feel like I solved even a single puzzle in my 6 hours. I explored, but this is not labeled as a pure exploration game.
What I long for is to discover real goals and have real explorations puzzles with real mechanics. Like in games. Not just walking.
I discovered so many entries in the journal but none feel like they go beyond finding out backstory. There is not a set of clear obstacles in front of you that you discover and then do detective work to bypass said obstacles. Or solve puzzles to bypass them.
There is just endless faffing about, reading about backstory and trying the use very bad controls to do precision platforming around a black hole.
Not only are the controls bad and the jumping weird for no good reason (I've been playing games all my life thank you very much, I know when you innovated or improved on the jump mechanic and they didn't), but there is also no sprint button. There are very few games in the history of games that can't be improved by a sprint button, especially one where you are stuck for hours on the same planet.
I'll abandon Brittle Hollow for now and try to explore the last 3 planets that are left. Maybe I'll find a concrete explicit goal or a puzzle...
You keep mentioning the lack of goals and progression. Well, your goal should be to learn as much as you can about the state of the universe you're in and progression lies in your knowledge. The texts you keep translating aren't just "story or cute tidbits giving personalty to the long dead civilization", those are often absolutely vital pieces of information you need to progress through the game. They look random at the start, but very soon everything starts to connect giving you a bigger picture. Every important info gets logged into your ship log and the rumor mode will show you how different pieces of info connect to each other. You can basically see your "mental progression" visually right there.
Gotta give it to the game: the atmosphere is unlike any other! Now if would only let me explore in peace without constantly killing me...
You can't have a walking sim where movement and traversal is unreliable or annoying.
You can't have an exploration game where you can't take your time or being sent to the beginning by unnecessary death.
As far as I'm concerned, the supernova is enough. Had my third supernova and probably 20 deaths. Died crushed by sand and by a cactus...
I do agree there's quite a lot of reading and sometimes it's hard to distinguish between what's just backstory lore you don't need and what's a direct hint or clue to the environment around you, but that's (usually) where the ship log comes in to help.
Some people love dynamic environments and hours upon hours upon hours of exploration, and others just don't see the value and become frustrated when they hit the "what now?" feeling, which Outer Wilds has lots of.
Always go anywhere you haven't been before when you hit the "what now?" feeling. That's how you progress in the game. There's no planet you're supposed to start exploring first. If exploring for the sake of exploration isn't a good hook for you, Outer Wilds isn't a good game for you, because the drive to explore your environment is how the story and player-driven informational progress actually happens.
In Outer Wilds, literally nothing is on rails. Not the planet's spinning or revolving around the sun, not any object in motion, and not player guidance either. It's all happening live, meaning there's no hand-holding. This will absolutely lead to lots of points where you aren't sure what to do next, but that's kinda the point tbh. Going where you haven't gone, and piecing together what you've found via your ship log is the bulk of the gameplay.
There's no trial and error required, or any forced deaths. Your jetpack is powerful enough you can launch into orbit and can play the entire game without your ship if you want, most locations already have shortcuts.. What would a longer loop give you?