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Outward - open world RPG where you are an ordinary adventurer and survival is harsh

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://www.ninedotsstudio.com/outward





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You are not a god, nor a chosen one. The path before you is fraught with perils.

Outward delivers an immersive RPG experience coupled with survival gameplay, offering a deeply-rewarding challenge for the most avid gamers.

As an ordinary adventurer, you’ll not only have to hide or defend yourself against threatening creatures, but also brave the hazardous environmental conditions, protect yourself against infectious diseases, make sure you get enough sleep, and stay hydrated. Embark on perilous expeditions across untamed lands to reach new cities, undertake varied missions and discover hidden dungeons crawling with formidable enemies.

In order to survive in the dazzling yet deadly world of Aurai, you’ll have to be cunning, clever and prepared. Devise diverse strategies to defeat your foes and don’t neglect your basic needs, sharing your journey with a friend, locally or online.
  • Survive in the wilds as you explore the land
  • Play solo or cooperatively, splti screen locally or online
  • Ritualistic, step-by-step approach to spellcasting
  • Constant auto-saving means you must live with your decisions
  • Encounter dynamic defeat scenarios
  • A unique experience with every playthrough

I have dismissed this game when it was announced as yet another co-op jolly romper, but it looks much more than that.

Some dev comment about story elements: https://steamcommunity.com/app/794260/discussions/0/2791563692147236272/

Story: there are three factions you can join, each with its own storylines. So yes, it is somewhat story driven, but some players might prefer just exploring the areas and mostly ignore the story. Every storyline should last about 20h if you focus on that, 30-40 for a more "normal" playthrough without trying to do everything. I believe that a player who really digs the game and want to see everything and try every playstyle would take about 100h to do so.

The collectibles are not stuff you find in large useless quantities. There are some very rare items that can be gathered as a crafting material for some end game gear, but those are generally well hidden. Don't expect to find something in every corner, but if you don't look around you will certainly miss out on cool stuff.

There are 4 open regions of about 4 square kilometer each, each with very distinctive landmarks that often contain a dungeon to explore. Each region has its own flora, fauna and climate. There is a town for every region. Right from the start, you can leave one region and head wherever you want, with some dungeon areas sometimes barred until you have the relevant quest. During our latest stream, you can see what the world looks like and we've answered some questions about the lore of the area we were in.

There is a lot of fantasy elements. You can learn to cast magic, but that requires some sacrifice, and using magic isn't as simple as pressing a button to cast a fireball. The idea is to make an RPG in which you are not spoonfed supernatural greatness by a game that is always holding your hand. In that regard, we try to subvert many tropes, and we focus the story more on what other characters are doing in the world, and the player accompanies and assist them, rather than make the whole world revolve around you. It doesn't mean that the player isn't making any choice however, and sometimes with very intense consequences. Also, we try to have a story that isn't too simplistic with the good vs evil stuff, but some characters are certainly less likeable than others. Our characters have clear motives for their actions beyond "I'm evil, muhahaha".
 
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Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
It does look quite interesting and seems extremely ambitious for a 10 man team, see also this article:https://venturebeat.com/2018/08/14/outward-proves-you-dont-need-to-crunch-to-make-a-massive-rpg/

I like a lot what they're trying to do, it could also go horribly wrong though. Some things may just be very annoying after a while, the eating, drinking, sleeping requirements. The taking off your backpack to fight more agile, and after the fight picking up the backpack again. Not being able to see where you are on the map. All these little things could start to get quit annoying.

But then there's also the chance that it will all contribute to a great open world, survival feeling. Will try the game definitely though.
 

RapineDel

Augur
Joined
Jan 11, 2017
Messages
423
The description looked interesting but I don't know about the trailer, it looks way too open with nothing in it and if they want to make a game as they say where you're "an ordinary adventure where survival is harsh" then they should've copied the Gothic template. Also that screen shot looks like it could be out of an updated Gothic 2, a shame the trailer disappoints.
 

Jokzore

Arbiter
Joined
Mar 18, 2017
Messages
623
They lost me with the hunger/thirst shit, it doesn't add anything to the gameplay, it's just obnoxious and artificially lengthening game time.

If it feels like a grind or a chore it has no place in a video game. The only people who enjoy this garbage are annoying tweens with too much free time.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
3,749
Location
Nantucket
They lost me with the hunger/thirst shit, it doesn't add anything to the gameplay, it's just obnoxious and artificially lengthening game time.

If it feels like a grind or a chore it has no place in a video game. The only people who enjoy this garbage are annoying tweens with too much free time.
Hopefully it's optional. I understand why people hate those systems but I really liked those elements in Kingdom Come Deliverance where I was playing it like a proper immersive sim and outside of pissing and shitting, I was practically living the life of someone in 13th century Bohemia.
 

Frusciante

Cipher
Joined
Aug 24, 2012
Messages
716
Project: Eternity
Well it's a pretty low budget game with a huge scope, so I would say don't expect to much depth to the world, happy to be surprised though
 
Self-Ejected

aweigh

Self-Ejected
Joined
Aug 23, 2005
Messages
17,978
Location
Florida
Why devs couldn't afford a good microphone to record their narration for "Overview Trailer"??? Does this mean the game will also be equally shitty??
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,509
Shadorwun: Hong Kong
Why devs couldn't afford a good microphone to record their narration for "Overview Trailer"??? Does this mean the game will also be equally shitty??
Or maybe they reasonably skimped out on the voice acting to put it back into the game.
 

deama

Prophet
Joined
May 13, 2013
Messages
4,417
Location
UK
Ye the hunger/thirst mechanics sounds annoying, maybe they'll add perks or something like how kingdom cumderance did it.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Some dev Q&A from Steam forums.

About the survival mechanics: https://steamcommunity.com/app/794260/discussions/0/1741103267270096732/

Some games are survival driven: their major obstacle is the constant need to find the next meal or source of water.

We went for rather realistic needs instead. A game day lasts about an hour, and you need the equivalent of two meals per day to keep your hunger at a minimum. You need to drink water a bit more often than that, but since drinking water also gives you a slight stamina recovery boost, you'll want to drink before a fight just for that little extra. However, you can usually spend 4 days without eating anything and 2 days without drinking water without passing out. So you can technically ignore your needs for two hours (but you'll be weakened).

If you kill a dear and cook some stew, that gives you three meals for hunting one animal and foraging one vegetable. You can also buy food at stores if you don't feel like doing the works yourself and that's a valid way of playing too. If you rest at an inn, it also refills you hunger and thirst meters without having to consume items (but you don't get any food bonus, which can make a difference).

What usually happens is that at first, a new player will struggle to survive outdoor, but as he progresses and gets to know the tricks, that part will become much easier. Instead of looking for food to survive, eventually you cook/buy specific food to complement your character's build, so it's more a matter of which bonus you want.

It also changes from one region to another. In the desert, water is more scarce and you must drink more often. The available ingredients aren't the same either, so you probably will find a different way to feed yourself in the Marsh than in the desert.

You also need to make food rations to travel from one region to another. In a way, food is a travel currency to switch between major regions. That means it's relatively easy to gather lots of extra food, or else you wouldn't be able to make the travel rations you need.

Food can spoil, but you slow down that process by cooking your ingredients. It takes a long time for most food items to rot, but some defeat scenarios, and traveling between regions, skips multiple days and that may cause some of your food to rot in the meantime. In that sense, it is part of the concequences of being defeated to lose food items due to the time passing from being knocked out for days.

Usually, it becomes a matter of habits. If you are heading in a direction and see a deer or a pearlbird on the way, might as well kill it and get some food in the process so you're ready when you get hungry. If you do that, you will rarely need to go out of your way to find food. Same goes for water: your waterskin can hold 5 portions of water, so if you fill up your skin in the town's well, you will be good to go for a couple of days.

Outward has stories, quests and lots of places to explore. It's an RPG with survival elements, not a Survival game with RPG elements. We've put the survival elements to add more obstacles and make you feel like a human being, not to bog you down.

Oops, forgot to answer that question indeed. We don't intend to add options removing survival elements, sorry if that's a deal breaker.

About the density of the world: https://steamcommunity.com/app/794260/discussions/0/3300476731141892039/

To be quite honest, we never intended Outward to have the same density as most open world games. First off, we can't even pretend to have the resources to pull that off, we're a small team and this is shown in the price point of the game.

We wanted a bigger ratio of the experience to be focused on traveling, finding your way, managing your resources, exploring to find hidden dungeons, that sort of thing. So while our outdoors are vast and surely some will find it too empty for their taste, we do have density of encounters and content while in dungeons or in the towns.

It's also a matter of pacing. Since every encounter can turn real bad (such as a defeat scenario that takes you far away from your current location or destination), and we don't want days to go too quickly and force the player to constantly be looking for food/water/sleep, it meant having less encounters while outside, otherwise it could become very frustrating to navigate the outdoors, beyond the challenge level we were aiming at.

As for the density of vegetation, that depends on the area you're in. But don't expect a world as lush as in Witcher 3, for instance. We made some technical compromises to make the game playable in split screen.

I hope that answers your questions!

Combat: https://steamcommunity.com/app/794260/discussions/0/3300476731146255217/

The basics are pretty similar to Action RPGs like Dark Souls: attacks have a bit of anticipation so you really need to commit, you can lock on to your enemies, you have to manage stamina as you attack, block or dodge, etc.

We put more emphasis on attrition, preparation, using special skills that other games and thus stamina depletes slower but replenishes slower, so you really have to manage yourself.

All 8 yeapon types got something unique to their playstyle. The sword is good for safe and quick pokes, whereas the mace is short in reach but has a strong impact making it easier to stagger your foes, etc.

There is no level scaling, so if you get caught off guard by an enemy that is stronger than you or simply because you're not prepared, it's often best to flee than to stick to a fight you're not ready for.

You can look at our stream to get a better idea of the pacing for combat.
 

krilcebre

Learned
Joined
Oct 13, 2018
Messages
146
So they have no money, but they've decided that making a big ass world will somehow help?
:nocountryforshitposters:

Why not just make a smaller, more dense world. It's more interesting, no empty walking for hours AND requires less resources to build.
 

M. AQVILA

Arcane
Joined
Jan 6, 2016
Messages
3,718
Location
Galicia–North Portugal Euroregion
The Blue Chamber Collective

The Blue Chamber Collective is formed of smaller clans that mostly try to keep to themselves. The collective is the most powerful political association in Aurai. Though separated in clans, the one value they all share is the importance of family.


The Holy Mission of Elatt

The Holy Mission of Elatt is a religious power that promotes the importance of achieving your utmost potential in order to better protect and serve your loved ones.


The Heroic Kingdom of Levant

The Heroic Kingdom of Levant is a new power that tries to take over the Blue Chamber by promising to liberate the population from the harsh obligations of their current lives by creating a new utopia.


The Soroboreans


The Soroboreans are a very powerful institution, they are the highest authority in academic knowledge throughout the land. They are also deeply involved in commerce, using information as a key resource in their expansion.

The factions sound kind of generic. The game doesn't look very interesting to be honest.
 

Deleted Member 16721

Guest
It sounds fantastic, and actually a lot like Kenshi. This will probably be a day one purchase for me. I love the auto saving feature so you have to live with your consequences. I've been asking for that in an RPG for a long time, as well as survival elements to survive in the wilds. This could really be a sleeper hit.
 

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