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I feel like the problems some people have with the time loop is mostly a matter of perspective.
For some the loop is a limitation. But for many others (including me) it is on the contrary a certain freedom, and instead of being stressful, it has a reassuring side.
Why necessarily force myself to go quickly (when it's not necessary) when I could come back everywhere as many times as I want? For me it's not really a limitation.
And if the problem comes from the controls, I would just advise practicing, because even if they can be a little strange at first, there is ultimately nothing complicated, and with a little practice normally you get pretty good. to move and return quickly where you want
And increasing the distance between the planets is a bit contradictory to your complaint. If the planets are so close it is precisely because it allows you to return very quickly to most places. Otherwise you would probably find it even more frustrating.
We could solve the "problem" by moving the planets further apart but increasing the speed of the ship for example. But since some people already have trouble controlling it, I'm not sure it's a good idea. But above all, certain planets are also indicators of the progress of the loop, and making them more distant would limit this role (admittedly minor, but interesting).
And personally I find it nice to be able to see each planet relatively well no matter where you are, there is both a "miniature solar system" side which mixes with a feeling of immensity
As for the budget, world building etc., as you say yourself the budget was not huge and the team was quite restrained, however in my opinion Outer Wilds does a lot more than most games in this area as well. In fact it's a game that manages to produce "a lot" with "very little", and I find that sometimes it doesn't take much to be emotionally involved. You can always hope for "more", as in any game, but Outer Wilds is a game that really focuses on the essentials and I think it does it very well. Maybe there could have been a few more things, but maybe adding a lot of stuff would have somehow made the game lose some of its charm.
Personally (it depends on personality I imagine) I even tend to prefer relative simplicity, I find that this is much more impactful than certain artificially "sophisticated" or complex things, I find it less powerful.
The impact that the game can have also depends of course on the resonance that the themes of the game will have with the player, in your case perhaps you were less receptive than others
The puzzles are not very hard for the most part yes (although some are still far from obvious), but for me the specificity of the puzzles is not the fact of having to find them "alone by itself", is the fact that they arise directly from the Game Universe itself, by which I mean that it's organic, you really have to understand how the game world works to solve them (even if we can also find certain hoses by chance and by experimenting). It's not "artificial" like many puzzle games.
You're not just going to move cubes and activate lasers to open doors like in some Portal-like games for example. And even games like Myst (to which it is often compared, even if it remains different) do not do it in the same way and with such a "natural" side.
There is no barrier between the game Universe and you, the game IS its Universe, I must probably explain it poorly but hey. No puzzles that come out of nowhere or that don't really fit the game and its context, as Quillithe also seems to point out.
And I find that we find it in very few other games.
For example the enigma of the tower of quantum knowledge, it's not that hard, but I find it great, because it's this type of riddles that I find the most interesting
I love Subnautica, if I had to make a ranking I would even say that it is my 2nd favorite game, but in front there is Outer Wilds.
And just because of its technical aspect, I would have a hard time considering it "polish".
The narration is also very bad and deeply boring.
Subnautica perhaps has "better" graphics but not necessarily better artistic direction, in any case I find that of Outer Wilds more unique and striking.
Outer Wilds is for me a clearly better constructed experience, and I really say that without any hesitation (whether it be the technical aspect, the game and the level design), more unique and original, I find that it is overall a "better" game than SN, even if the 2 are quite different, they do not have the same concept and do not focus on the same aspects (so obviously the comparisons have limits).
In any case, everyone has their own tastes, and even if I don't necessarily agree on everything, it's interesting to see the criticisms of certain people when it's a minimum developed like here.
Outer Wilds is obviously not a perfect game, a perfect game doesn't mean anything anyway, and I too would probably have changed a few things.
But I find that it succeeds very well in delivering the experience that we could have hoped for and which fits with what the developers wanted, it's really consistent.
And the DLC is also great
Nah, practice won't cut it. Some things are just hardwired at this point. There's a reason why good games have an option for if +Y is looking up or looking down. If I could have remapped the offending inputs it would have been easier, but alas.
As I said, my suggestion was to use hypersleep or similar, so going to a planet costs you solar/cycle time, but not wall time. Picking a destination would then be a decision not unlike which area to visit at each period in Deathloop.
But sure, I get that doing a Kerbal-sized solar system wouldn't have the same visual impact and would also affect some puzzles. But yea, for me it just got way too cartoony and as such prevented immersion.
That's what makes me passionate about this. I agree. And that core part of the game was really obvious, and that's why I wish it was done in a way which resonated better with me.
Yeah for me it's the exact opposite. And it comes down to immersion. I just didn't get immersed in this game, while I got totally immersed in Subnautica. So I'm guessing the bits you find less optimal in Subnautica I can overlook and vice versa.
Anyway, again, clearly a lot of thought and work went into this game, and I totally agree there should be more games like this. Just wanted to lend some support to those who didn't find this the greatest game ever and wondering if they're weird. There are other weirdos out there who also feel the same, like me.
Though admittedly it can kinda depend on how you explore - if you didn't find the shortcut to Sunless City or Hanging City in the first visit or two they'd probably be a bit more annoying (especially sunless, I didn't really use the Hanging shortcut because it's pretty fast anyway).
And about the suit it's definitely planned that you wake up directly facing the elevator controls, your ship, and your suit. Once you make it part of the walking forward and hitting interact button habit it's not a big problem.
Though for some reason my girlfriend insisted on only putting the suit on before going outside and taking it off when she got back, which is a bit more dangerous.
I thought inverted vision controls for first person were pretty much extinct by this point.
Anyway you can use Steam settings to invert the right stick Y-axis for any game which might help if you have this problem in the future.
But that colour distinction in the writing already contains meaning, though. Introducing a third colour that's used to indicate to players what can be considered "background lore" would be completely narrative-breaking.
An overrated game that you don't own, maybe because you refunded it after an hour after not understanding anything, like some people who ultimately didn't see anything of the game.
Nothing new, filtered
Exactly. I bought it when it came out as it won game of the year. I have 4 minutes playing time on record, that's how good it wasn't.
But if your playtime is 4 minutes you actually didn't play the game.
I'm talking about the person I responded to who apparently is complaining about a game they didn't even play.
Did you try disconnecting all other USB devices? I have similar issues in some games when I leave my Flight-Sim panels connected - the games think my radio and sidewinder volume knobs are the ministick of an Xbox controller...
1. Charming storyline and gentle heartwarming dialogue and backstories of its "long gone archeologists" narrative.
2. Fun worldbuilding and balance between cartoon physics and actual astrophysics.
3. Gravity and spaceflight - hop around continents and asteroids IN SPAAAAACE!
4. Good music (which in part also falls under character design, above).
So those are a few reasons why people liked the game.
And I say this as somebody who quit the game in frustration because I got completely defeated by all the puzzles about halfway through the game. The game isn't perfect, but it does have a lot to recommend it.
...I only wish I'd been a better fit for solving the puzzles.