Outward (2020)
Gameplay: ⭐️⭐️⭐️❌❌
Style: ⭐️⭐️⭐️⭐️❌
Story: ⭐️⭐️⭐️⭐️⭐️
Multiplayer: ⭐️⭐️⭐️⭐️❌
Overall: ⭐️⭐️⭐️⭐️❌
Playable on:
PlayStation (4 & 5)
Xbox (One & Series X/S)
Window
Stadia
Online co-op: Yes
Local co-op (split-screen): Yes
Developed by a small studio called Nine Dots, Outward is unique in that the CEO Guillame Boucher-Vidal approached the game with the intention of getting it to work as a split-screen game, which is not a very common goal these days. The CEO, like me, bemoans the fact that so many great memories in our childhoods were playing with family or friends side-by-side and that games these days don’t really make a lot of efforts to make that possible. Not only did the development team have to make some sacrifices to split screen to work, but relatively low budget of a small studio meant they could not support elaborate cutscenes and lip synching in most modern games. All that to say, this game has more of a classic rpg style, which is good for me, a long time fan of D&D, KOTOR, Diablo, and other long-running rpg franchises, but if you find yourself easily frustrated at older games, maybe skip this one.
Now to the meat of the matter. I have mixed feelings about this game, as you can probably tell from my rating. Buckle up; I’m going to talk about what I didn’t like first, and then we’ll talk about what I did like. Just know that I am very aware of the limitations of a small studio and think people should keep that in mind when talking about games like these. I’d rather have small studios around instead of just a handful of big monster studios anyway, so I want them to succeed. You should too. We get more fun and variety that way, so look at small studio games with a forgiving lens, please.
Through that lens, I find the inability to level up in any way in this game utterly baffling. There are no skill trees, merely the ability to attain better equipment over time and recipes for food, potions, weapons, armor, etc to equip your character better. There are ways to adjust your stats to allow for magic, but it’s a trade off that sacrifices health and stamina in exchange for mana. You can purchase skills from trainers to improve health and stamina a little bit, but I could see someone going through a generous portion of the game before ever figuring that out. The studio claims to want to avoid crunchy video game mechanics with this approach, but in the end, I found it crunchier than a skill tree in a pause menu. Maybe that’s just me, but for a game trying not to be crunchy, there is a whole lot of trying to hunt down this person or that person trying to improve your character in some small way only to learn you were doing it wrong from the beginning. Be prepared to die frequently, whether from enemies, sickness, or cold/heat, and make sure you are strategically stashing money and unnecessarily items to cut down on theft from your unconscious body or over encumbrance.
All that being said, the game is stunning with vibrant colors and a unique and interesting art style. Whatever sacrifices the studio made paid off, and the local co-op is incredibly satisfying. You may get downed frequently, but with the ability to revive each other, that ceases to be crippling. Also, each time are downed teaches you something that you do better next time. There is a very thorough foundation of lore under the storyline, and that makes the world fun to explore. Honestly, it gives the feeling of playing WoW or something like that, and for a small studio, that’s pretty impressive.
I have my gripes, but overall, there’s a lot to like about this game. Make use of the Outward Wiki and the advice of dedicated players you can find literally everywhere. They help you avoid some of the frustrating aspects of the game. Also, don’t buy recipes, look them up. Save your money for cooler stuff.
Happy gaming!









