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- because the game universe is original
- because the level design is excellent
- because the story and the themes covered are very cool
- because it's a game with very interesting puzzles and some force you to think in 4D and take time into account, something too often forgotten
- because it's a game that doesn't take you by the hand, which leaves the player to fend for themselves, and the course of each game is unique (even if the ending will be the same)
- because the artistic direction has a lot of charm (and even if some textures are quite ugly for example, it's not very serious because that's not really what makes the game beautiful)
- because it's a game that makes the effort to try to have as many diegetic elements as possible
- because the whole game is based on knowledge, the game stands out from many others which require grinding, improving equipment etc. No, here it's only learning, curiosity, and that's it. All areas of the game are accessible to you from the start, in theory the game can be finished in around twenty minutes, but the game is built in such a way that this is very unlikely (not to say impossible)
- because the DLC is as excellent as the base game, while being different in certain aspects
- non-exhaustive list
Obviously it depends on the sensitivity and tastes of each player. If you're not receptive to the atmosphere, to the themes covered, or if you're expecting a lot of action for example, there's a strong risk you'll miss out on the experience. But conversely if it intrigues you, you risk being absorbed
+ gorgeous music, likeable artstyle, innovative gaemplay mechanics.
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 😥
Near as I can tell it's usually performance issues that cause this? Sounds like mouse controls can be improved by lowering graphics settings for some people.
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.
Adding more distance between planets would detract quite a bit from the experience - them all being visible is pretty important and there's almost no way for a mechanic to make getting to each planet faster without just instantly teleporting there - they're already only about 30 seconds away, maybe a minute at most if you include getting to the ship and taking off.
As to returning being annoying - there's a reason you can get (almost) anywhere in the system in about a minute. There are a handful of areas that take longer and they're all intentionally very compact
The puzzles aren't incredibly hard, but a lot of this is because of the nature of things - a lot of older games with puzzles have explicit puzzles like someone locked a door with a chess puzzle or has a musical piece you need to play to fly a rocket ship. None of the puzzles here are like this - they're all very natural in the setting. Things like 'the door is locked and broken' or 'the roof is broken' or 'something important fell somewhere'. Considering the restriction that every puzzle is just caused by the decay of time and is not an explicit puzzle, I think they're quite reasonable.
I just don't really know what they could have done to improve things with a larger budget even - making the graphics more realistic would have been pretty terrible since the low detail of most areas is critical to make the game work. Making the game larger would be reasonable, but I'm not sure it really needed more. I guess they could have voice acting, but....I'm not sure having the aliens speak human languages would have really helped anyway. I'm not sure adding more story would be good either, it's a game about the player as much as anything else - the minimalist immersive style is what a lot of people love about it.
For me this was really immersion breaking and also felt just not fun. I played the original Prince of Persia back in the days which has a similar mechanic (restart on death and limited time) and it was tedious then too.
Sure, they're decent environmental puzzles, but lacking "f yeah I solved it" for me. In this sense it's a bit like Subnautica, tho I found Subnautica more compelling due to better world building.
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'm not knocking the creators in any way, I fully understand that this was a low-budget indy game. I just feel the concept didn't reach its full potential, and I think a larger budget would have helped in that regard.
Using two colors of text would be pretty immersion breaking - having different read and unread text can be justified, but having different text colors for things that happen to be helpful is a complete break.
Well, the difference is that you don't get back to where you were in under a minute with Prince of Persia. And I'm not sure why it's immersion breaking - for me it was immersive because it's the central narrative question/problem as well as being a gameplay element and a justification for some of the minimalist design. It all ties together.
I liked Subnautica, but I really wouldn't say it had anything resembling puzzles - its exploration was driven by a more grindy resource-gathering and base building core. Which is okay, but a bit less focused.
Huh, I wouldn't really say Subnautica was the more polished game - it had substantially worse controls and a much less focused plot. I mean, it was good but it was very diluted in comparison.
Consider that there's only really three or four locations in Subnautica that have anything to do with the plot and it gets to excuse a lot of empty space with the resource gathering system. Outer Wilds is kinda like Subnautica if you moved four times as fast and had unlimited resources and blueprints - it cuts out the filler.
And if you tried playing Subnautica like that it'd be terrible because it gets to rely on this to sustain the game where Outer Wilds has to maintain constant interest in exploring new areas and learning about the plot.
For example - Subnautica can have detailed graphics everywhere because it expects you to swim all over collecting resources and eventually find important areas. Outer Wilds needs you to quickly identify important areas from orbit or else it'd be terrible. And it also needs to extend the exploration beyond just finding the structure which Subnautica doesn't really do - in Subnautica once you find it, you mostly just walk right in and explore. At most there's a key which is kinda the lowest effort approach.