didn't play the demo didn't play the remaster or remake (can't remember what it was called) played the ever living h*ll out of the original, yes: back when it originaly was released (and bought a new PC back then just because of the X-series and Outcast) that sense of wonder and discovery the original offered cannot be recreated; it's different times. but what Appeal Studios definitly managed nigh perfectly, and that's probably the most important aspect of the IP for fans, is setting the focus on exploration and thus the world design. Adelpha don't just look good: it looks breathtaking. from a sheer technical point of view it looks quite good. when it comes more nature focused visuals this is probably top of the line, but what makes it stunning is the design. the dev team understood that the focus need to be on coherant world design. each critter, each plant, each village and each Talan (Adelpha's inherant species) has it's back story, it's place, it's biome, it's point. and this extends to gameplay mechanics. plants and parts of critters can be sold, can be used for crafting, etc. , each Talan (npcs) has something to say and the more you discover (think keywords in old adventure games) the more you can talk to em; could even be most random fact about some rare fish, someone probably got some lines of dialogue. it's hard to describe when most modern open world games are checkpoint-races, mixed with all the GPU effects you can cram in; but this world had and has been created with intent. you will not feel at the start, probably not for quite a while (especialy as someone new to the IP), but when it "clicks" it "clicks". i had little in the form of technical issues, running on a i9, 32GB and a 3070, everything on Ultra, 1080p and quality DLSS set to 60 frames. which a) run a stable 60 and b) looks freaking amazing. imagine a vibrant rainforest, fields of (breathing) alien plants, villages and villagers full of unique detail and assets, without loading times and quite quick travel speed (especialy one you unlocked some upgrades). i had 1 crash (UE) in 7 hours and sometimes cutscenes glitched the first lines of dialogue which should play right after the cutscene (you could hear perhaps the last word, but read the whole subtitle). the OST is pretty good, mostly classical tracks but with a good production quality, i had wished for a bit more diversity, like tribal beats or something similiar mixed in between. i can only speak for the english VO, which was most of the time very good, with some (as expected) not so creat delivery. don't expect some Disco Elysium style of writing, Cutter is more akin to oldschool action-heroes (the kind Bruce Willis played), not some shakespear. there's a lot of VO and i do mean a lot. thankfully they also kinda stayed true to the original gameplay concept. Outcast ain't looter shooter with some grindy rpg mechanics. there ain't no (horrible) enemy scaling, there ain't no arbitrary player levels or gear score. the progression kinda works together with the world design. you get upgrade materials from all kinds of sources, like mini-parkour challnges, enemy encounters, doing main- and side content or just finding it lying in chests or whatnot. you utility upgrades come from money (Zeny) which can get for example by selling stuff you find, like rare plants or status (the item describtions are pretty clear), which will let you upgrade ammunition, item capacity (healing for example) or buy completely new recepies for new potions and whatnot. the main progression is divided into combat and traversal. when starting out you already got much more freedom of movement than you get in similiar games, but the more you upgrade the more insane it gets and soon neither gravity nor height will an issue. you glide, fly, dash and dodge like you wanted to cosplay as Superman. it's great. and also kinda metroidvania like, since tasks and quests, items and lore might be in places you cannot quite reach yet. the combat progression is twofold. you can improve Slade's "shield", like more armor or melee-damage, but also parry moves or charge attacks, there's a whole skill tree here just like there is for traversal. but then you also get the option to upgrade Cutter's weapons. you find modules which might totaly change how the gun behaves, like homing bullets, charged shots or concussive (stun chance) shots; each module also comming with a variety of passive boni, like more damage or lower fire rate. don't think looter-shooter, think more fixed weapon perks. these modules can also be upgraded to improve their output. there's more, but that would go into spoiler terretory. for new players: it's one of those games with a slow start (kinda), which might even be underwhelming until you understand the ins and out of the world and progression. old school players will probably understand what is going on from the get go. it's hard to describe how pleasant it just is to play. beeing the rather upbeat tone, the incredible visuals, the quick and engaging combat; you get a set goal (well 2 at start) and how, when, what is your choice. hunt some birds to craft potions for later, get upgrade mats for your jetpack to open up new stuff, do village quests or unlock the (quicktravel) portals. once you let go of the modern day open world looter shooter mindset, where there's constantly some sort of gearcheck in the way (or level check), and do what you want it's almost like sandbox. but it will take some time to blossom. which why you read some comments on the forum claiming the gameplay is missing some aspects of the original; people just haven't encounterd those yet. you still get physic puzzles, etc. . you just have to keep in mind that the first village is pretty basic-tutorial still. on the negative side as pretty as the game is the human (not Talan) models aren't great. humanoid animations aren't great (not bad per se). and the "scan" effect of Cutter's visor is kinda distracting. you press the button to scan, which works perfectly fine, but probably to simulate his visor, the screen gets a blue shimmer outline for the duration of the scan. i (blind) started the game, after 4 hours wanted to take a break in some random area on the map, just standing around, then one critter snatched another critter up, just like that...in the backround..no further point to this. but each one of em has an extensive entry in the codex, each one of em has a slew of animation patterns, their own little spots where you might find em mostly. the point of the original Outcast was the world, and this "New Beginning" nailed this most important aspect of the franchise. the fact that it's also quite fun (sometimes even very fun) to play is just the cherry on top. 7 hours later i was to tired to continue, otherwise i would probably still be annyoing my social enviroment with my absence.
Read more