Outer Wilds

Outer Wilds

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MACIORELLA Apr 13, 2024 @ 9:41pm
Whats so special about it?
Whats the reason is so positive?
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Showing 16-30 of 30 comments
Mohguy Apr 21, 2024 @ 5:26am 
Originally posted by LordCrc:
While I don't think it's a bad game, it certainly did not rock my world the way it seemingly rocks others.

Most of the puzzles were not terribly difficult from the "figuring out" point of view if you just read the stuff you find, but mostly because of the limited time. While perhaps not many games these days features puzzles you sorta need to figure out on your own, it wasn't uncommon back in the days.

Indeed the time limit meant I often felt I couldn't explore freely, as returning might be annoying, so I tended to rush through areas. I think the game could have benefitted greatly from increasing the distance between planets to something more realistic, and instead incorporate hypesleep or similar mechanic to avoid tedious transfers, so you could spend more time at each location once you got there.

The story is kinda interesting, but the limited budget really hampers the world building and hence emotional impact of everything. And the time limit really hampers the amount of lore they could put in the game.

I think the story and mechanic really would have benefitted from a much larger budget. I'm not dissapointed I bought it, but it's by no means the best game I've ever played.

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

Originally posted by LordCrc:
More polish all around would have helped. Again, compare this to Subnautica. Subnautica feels like a much more polished game, which helps a lot with immersion for me. It has better graphics (while still keeping it cartoony), it has better controls, much more detailed world and lore etc. I had a much greater sense of wonder exploring in Subnautica, and I feel like Outer Wilds had something going but didn't manage to realize it due to budget constraints.

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
Last edited by Mohguy; Apr 21, 2024 @ 5:42am
auswiniteenie. Apr 21, 2024 @ 5:43am 
:O
LordCrc Apr 21, 2024 @ 1:48pm 
Originally posted by Mohguy:
Why necessarily force myself to go quickly (when it's not necessary) when I could come back everywhere as many times as I want?
That's the kind of feeling I had in Deathloop. In this game not so much. For example, one of the places I wanted to take my time to explore was the Sunless City and related areas. Well, sure, after a dozen flights you kinda get a knack for it, but even then it's still quite tedious. Especially when you include the times exiting after forgetting to put on the suit...

Originally posted by Mohguy:
And if the problem comes from the controls, I would just advise practicing
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.

Originally posted by Mohguy:
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.
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.

Originally posted by Mohguy:
And I find that we find it in very few other games.
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.

Originally posted by Mohguy:
Outer Wilds is for me a clearly better constructed experience
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.
Last edited by LordCrc; Apr 21, 2024 @ 1:51pm
Quillithe Apr 21, 2024 @ 2:23pm 
Originally posted by LordCrc:
Originally posted by Mohguy:
Why necessarily force myself to go quickly (when it's not necessary) when I could come back everywhere as many times as I want?
That's the kind of feeling I had in Deathloop. In this game not so much. For example, one of the places I wanted to take my time to explore was the Sunless City and related areas. Well, sure, after a dozen flights you kinda get a knack for it, but even then it's still quite tedious. Especially when you include the times exiting after forgetting to put on the suit...
Kinda the opposite for me - Deathloop can take a bit of time getting setup to go to a specific area under specific conditions. This is pretty instant.

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.



Originally posted by LordCrc:
Originally posted by Mohguy:
And if the problem comes from the controls, I would just advise practicing
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.
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.
Last edited by Quillithe; Apr 21, 2024 @ 2:24pm
tanoshimi May 31, 2024 @ 3:39am 
Originally posted by LordCrc:
Originally posted by Quillithe:
In addition during testing they found players would ignore text if they thought it was 'lore' which is kinda a problem when it's critical gameplay information.
It's only really a problem because of the time limitation. If there wasn't such a rush, they could have added extra lore without issue. Introduce the concept of reading to solve puzzles in the intro stage (village). They could also have used visual queues or similar to separate non-puzzle lore from puzzle-related stuff, as they already used two colors for the writing.

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.
It's just another highly overrated game on Steam. Nothing new.
Mohguy Jun 2, 2024 @ 9:56pm 
Originally posted by Uhtred son of Uhtred:
It's just another highly overrated game on Steam. Nothing new.

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
Unit 1_262 Jun 3, 2024 @ 4:49am 
It just works for some people. Go read the reviews if you want to know why.
hurjhajm"29 Jun 3, 2024 @ 2:44pm 
Originally posted by MACIOREX:
Whats the reason is so positive?

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.
Quillithe Jun 3, 2024 @ 3:21pm 
Originally posted by hurjhajm"29:
Originally posted by MACIOREX:
Whats the reason is so positive?

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.
You know, I'm usually pretty critical of the people who say opinions on a game are invalid when people have only played X amount of time.

But if your playtime is 4 minutes you actually didn't play the game.
MACIORELLA Jun 3, 2024 @ 6:21pm 
Originally posted by Quillithe:
Originally posted by hurjhajm"29:

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.
You know, I'm usually pretty critical of the people who say opinions on a game are invalid when people have only played X amount of time.

But if your playtime is 4 minutes you actually didn't play the game.
Didnt even start yet...
Quillithe Jun 3, 2024 @ 6:55pm 
Originally posted by MACIOREX:
Originally posted by Quillithe:
You know, I'm usually pretty critical of the people who say opinions on a game are invalid when people have only played X amount of time.

But if your playtime is 4 minutes you actually didn't play the game.
Didnt even start yet...
I didn't mean you - I'm certainly not going to criticize anyone for not getting to a game with my backlog lol. Though I do think this one is worth getting around to.

I'm talking about the person I responded to who apparently is complaining about a game they didn't even play.
昔文Siven Jun 14, 2024 @ 6:39pm 
Because the universe is here:Hearthian_Sleep:
Atlessa Jun 23, 2024 @ 3:27am 
Originally posted by warrious:
Originally posted by Quillithe:
I think something's wrong with your game settings somenow - for me it controlled roughly the same as every other first person game. Certainly well enough for its mechanics since it's not a game with pinpoint headshots or anything.
It most likely is but I have no clue how to fix that; tried all possible and suggested methods to troubleshoot, such as reinstalling the game, deleting config files, verifying integrity here through Steam, use different mouse (including touchpad and trackball), run the game as admin, try with Win 10 and Win 11... I make literal 2-3 mm move with my mouse to do a full 360° spin in the game, it's completely impossible to play that way and I would like to play because the game looks fantastic, has quite an amazing premise and atmosphere.

Out of my 2-3 played hours I've spent all that trying to actually play, meh. And I'm not the only one, there is many threads about it when you search for "outer wilds mouse sensitivity issue" in any search engine 😥

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...
YhofChaerkh Jun 24, 2024 @ 9:45pm 
Several reasons why the game has (and deserves) some positive reviews:

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.
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