Reviews
[Review] ‘Outward’ is a Rough and Overwhelming Survival RPG, But Can Be a Rewarding Experience
We’re going on an adventure! Find out why it’s a long, tough road to enjoyment in Bloody Disgusting’s Outward review for PC.
You’ll have to enjoy certain kinds of games to really get the best out of Outward. A swift glance at it in action may suggest a low-rent ‘Dark Souls clone’, but in all honesty, it’s much deeper and far more intimidating than that.
Outward is indeed an action RPG with more than a nod toward’s From Software’s series. It even features an eerily similar quick menu on the HUD. This and the combat is about it, however. The game is more open world and the monsters are far from your only obstacle.
You begin the story washed ashore in what turns out to be your homeland, and after staggering to a nearby camp and passing out with exhaustion, you soon discover that you’re not exactly in for a heroes welcome.
Safely back at your home, you find you’re in a blood debt that needs paying in a matter of days. With little in the way of options in town to make money, you must head outside the gates and try to earn the coin out in the dangerous wilds, and boy is it dangerous. That’s just the start of the story though, and your journey will take you, an ordinary citizen with high vulnerability, to some frighteningly tough places (though you’re able to tackle it with a friend in local or online co-op if you want).

Outward is structured closer to a regular RPG, with hub areas, NPC’s handing out quests, and a grind to progress. The grind is not so much about stats as it is in the game’s key component, survival. Truly the survival in Outward is where the game currently shines brightest, and also where it may lose some people.
This is a fantasy world, filled with beasts and magic, yet it holds a refreshing degree of realism due to its unrelenting survival core. You can end up afflicted by any number of diseases, illnesses or injuries, and not just from enemy attack, but from poor diet, incorrect clothing choices, and well… doing stupid reckless shit. In fact, not paying enough attention got me into plenty of interesting situations where small emergent stories crop up (I ended up imprisoned more than once for messing with the wrong people). Death doesn’t really come, rather you pass out and end up somewhere else. Sometimes you get rescued, sometimes you barely crawl away from your experience, but whatever happens, it tends to be interesting, if occasionally frustrating depending on where I’ve ended up in relation to what I’d been doing. The lesson here is to plan and be sensible.
With such a big world to explore, the urge is there to dash about finding new areas, but in Outward, that’s almost certain doom. Outward is all about planning, and improvisation when the planning fails. You can do temporary fixes on the fly, maybe tear up a shirt to make bandages for instance, but you really have to come prepared and to do that, you’ll need to keep plenty of stuff handy.
You can only carry a finite amount of items on your person though, and when you need weapons, water, food, camping equipment and more, that’s a daunting prospect. Here enter the backpacks, the beautifu damn backpacks. You can store additional items in a bag that you carry around with you. They start small, raggedy and humble, but you can find bigger, better ones around the place. The trade-off for more and more space is that you have less and less mobility.
That makes combat trickier, especially when taking on more agile predatory animals. Smartly, this means you need to plan out where you’re going to go, how far it is, and what’s essential for the trip. If you’re crossing multiple types of terrain, for example, you need plenty of clothing, prepared foods, and item variation if you’re going to survive dehydration, freezing, etc, etc. It gives the simple act of walking a vicious edge.
Handily, you are able to dump your backpack at a moments notice. A good strategy if a fight is hard and requires only basic inventory, or if a quick escape is an optimum solution for the time being. You can come back and retrieve it once the situation has deescalated, but naturally, it’s another set of risks to just leave hard earned cash and saleable items out there unattended.
The combat itself is quite wonky. It’s a little too loose, and lacks the heft needed to really feel like its a part of the game’s realistic mechanics. What it does do right is making each battle, big or small, feel like it matters. You always stand to gain something from each fight or escape, whether that be valuable items (in Outward, even the smallest item finds feel like an accomplishment) or simply knowledge and strategy for future battles.

There’s also the issue of handling multiple enemies. While it’s sensible to expect a tough fight against several opponents, especially when you’re underpowered, the targeting currently falls short of the responsiveness required when a fight is unavoidable (which it can often be). The controls are decent overall, but there really does need to be some serious refinement.
It’s a shame because Outward really does throw some impressive beasts at you as you wander the various biomes. The design of them alone is surprisingly varied given the scale of the world itself, though they could do with a touch more variety in terms of combat patterns.
Visually speaking, Outward is a very mixed bag. On PC with settings cranked up, it’s still somewhat rough around the edges, and while the world design can be decent in parts, there’s a lot of blandness to the parts in between. Faces are somehow more melty and distorted to look at than those found in something like Oblivion. I also tested the PS4 version and it is undeniably very rough-looking on there, even on the Pro.
Learning to manage the game’s many systems is the biggest potential stumbling block players will face. If you’re the sort to revel in micromanagement and extreme challenge and enjoy the thrill of actually exploring and living in a place rather than wandering from objective to objective, then Outward could be something special for you from the get-go. It’s a hard sell otherwise, with such overwhelming depth, occasionally misfiring combat, and rather grimy visuals.
Then again, perhaps that might be the best way to deliver the purest form of Outward, a flawed, aggressive beast that requires time and patience. It would possibly lose something in being too refined. It makes adventuring into something different and intriguing, after all.

Outward review code provided on PC by the publisher.
Outward is out now on PC, PS4, and Xbox One.
Books
Experimentation in ‘You Will Die In This Place’ Provides Wealth of Gameplay Possibilities [Tabletop Terror]
Welcome to Tabletop Terror, a monthly series highlighting roleplaying games new and old.
Tabletop roleplaying game manuals are an interesting object. Traditionally, we want them to be laid out cleanly in a way that’s easy to understand so they can be played effectively. But this means they are often dryly written, focusing on clarity instead of style. That’s not to say they don’t have good art, but they are rarely experimenting with the form in a way that makes the book itself exciting.
Some of my favorite games in recent memory are the ones that purposefully break the rules in an attempt to be just as much of an art book as a rule book. Games like Mork Borg, whose aggressive, borderline unreadable layouts are constantly shifting fonts alongside its maximalist artwork. Games like Triangle Agency, which use in-fiction format changes to illustrate the strange forces at play behind the titular agency. Games like Soul Cemetery, a book that kept up the illusion that it was an instruction manual for a lost PS2-era video game, tell a tale of how our relationship with fiction shapes our lives.
You Will Die In This Place takes this to the extreme, mixing its nihilistic dungeon crawling rulebook with a “House of Leaves“-style meta narrative that tells a deeply personal tale about identity, mortality, and the act of creation. Not only is it stylistically bold and endlessly inventive, but it weaves its characters with a raw believability that brings the book itself to life in a way I’ve never seen in the medium.
The Meta-Narrative That Sets You Will Die In This Place Apart

The actual game is by Elizabeth Little, but it’s framed as a reconstruction of an abandoned project pieced together from various notes and design documents. Fictional tabletop designer Samantha Little is cleaning out boxes in her parents’ attic when she comes across the game, which was originally written by a college friend, Charlotte Avery, whom she hasn’t talked to since graduation.
The version of You Will Die In This Place that you’re reading is one that Samantha has “finished,” compiling Charlotte’s notes, which included design work, microfiction, and illustrations, but the line between Charlotte’s original vision and Samantha’s additions to the work remains a tension throughout. There’s also a third character, KC, who is the book’s editor, who comments to Samantha about the process and questions her decisions. The book presented is the “final version” of the game, along with footnotes that give insight into Samantha’s work on the book and how it felt rediscovering her old friend through these notes.
The actual game part has a premise that seems pretty standard, but is done with its own unique flair, both mechanically and narratively. Your party plays a group of people who have been exiled to the Abyssal Labyrinth, a horrific series of corridors and rooms full of creatures warped by manablight.
You will never return from the labyrinth. There’s no winning your way out.
The title says it all. Rather than being a game about heroically slaying the beast that has cursed the labyrinth, it’s about trying to find meaning before you die in this place. While it’s definitely not the first game where you are doomed adventurers that will reach an unfortunate end before the campaign is over, the way it explores the idea thematically feels unique.
It’s hard to figure out where to even begin to talk about this game, and that’s part of the fun. Should I go into the maybe-too-clever class system first, or dig into the themes about what it means to create? Is it best to dive into the strange bestiary, or do you first need to have context about Charlotte’s thought process through her tangential essays that Samantha decided to include? Maybe I don’t even get into the details of that because the rewarding part of the book is watching it all click together in a holistic way.
Experimental Character Classes and Innovative RPG Mechanics

I’ll start by treating it as a traditional tabletop RPG, but even that will immediately give way to talking about the meta layers. One of the most interesting ways for me to look at what a game is capable of is by looking at its character classes and the ways it expects players to use them to interact with the world through their rules. In a bold move, You Will Die In This Place forgoes traditional conventions by having each class operate on a completely different set of rules. While it may seem like a bit of a stunt at first, it’s very clear that each of these disparate ways of playing is well thought out and intended to convey something important about each class.
The Muzeiiyd Mercenary sounds like the most standard class of all of them, a powerful warrior, but you play by rolling a pool of dice and placing them on different body parts to do different actions, almost like a worker placement board game. The Zibari Headhunter uses a deck of cards and asks you to play poker hands to activate your skills, with your deck acting as an alternate health system. The Corpse Engineer forces you to directly control your character while also doing a programming minigame for a flesh golem that does most of your fighting for you.
The Bermail Knight wears a powerful set of armor, but that comes with a heat management system that alters your available actions as you heat up and cool down. The game’s wizard class, the Blight Channeler, writes as many spells as it can fit on a section of its character sheet, but crosses off words of the spells when using them, while also having to physically tear off pieces of its sheet when injured. There’s even a pair of hidden classes, including one that is written in a cipher that I was not able to solve.
At the beginning of this section, there’s a note about how Charlotte wasn’t a fan of class-based systems because they felt immersion-breaking, and these classes are almost a hyperexaggerated response to that, each being as maximally fiddly as possible in its own unique way. As someone who runs a lot of tabletop RPGs, I pride myself on being able to get a good sense of how something will play just by reading, and I have no idea how these would feel at the table. They definitely are clever, but they might be too clever to the point of not being balanced, or maybe even fun, in action. But I feel like Charlotte would agree with that and respond by saying, “Yeah, pretty cool, right?”
Identity, Roleplaying, and Self-Discovery

The classes are successful on two layers, because they not only offer a fun experimentation with the form, but they also use the mechanics of the game to give us insight into the surrounding meta-narrative of who Charlotte is as a designer and as a person. The notes also mention she was not a fan of levels and hit points, and this game plays with those as well. In an inverse of the traditional power fantasy structure, your characters will get worse the further they get into the dungeon.
When you hit certain thresholds of damage, you will take injuries, which will give you debuffs that will constantly make it harder for you until your death. It’s another bold choice that might not make the game as “fun,” but leans hard into the themes in a way that reinforces the text overall.
The idea of creating characters, both for players and creatures, is one that is very important to Charlotte throughout her notes. Not only was she very particular about putting work into non-playable characters in order to make sure they felt like they had lives that didn’t revolve around waiting for the player characters, but it was also an act that was associated with discovering your own identity.
As the story goes on, it’s revealed that Charlotte is a trans woman, and this fact immediately feels like it unlocks the work thematically. Passages about the disproportionate power of choosing your character’s name make sense within that context. The idea of using roleplaying as a mask to try on different identities is a potent one, made all the more powerful by this detail. The real-life author Elizabeth Little is also trans, making this feel like a deeply personal work that’s just as much about her journey as it is about the fictional characters’ journeys.
The Abyssal Labyrinth’s Bestiary and Worldbuilding

The bestiary of the game contains a lot of strange variants on common ideas, some of them even pushing into experimental territory with their mechanics. Each enemy is described sparsely, with just enough stats and special rules to get you rolling, often leaving the minutiae of the physical description up to you. A giant worm with a human-shaped appendage used to lure unsuspecting individuals, animated chunks of alien meat, and innocuous-looking creatures that devour meaning and words are among the creatures you’ll run into in the Abyssal Labyrinth, making for a more surreal and upsetting dungeon crawl than most.
There are several floors laid out to act as your complete campaign of You Will Die In This Place, each with its own grid layout and threats listed. Many of these are pretty simple fights against enemies, but some of them have clever gimmicks that test the player in ways beyond their character sheet. There’s interesting lore contained within these spaces, but never too much that it takes away from the ominous nature of the setting by filling in too many details.
Coming from Charlotte, who describes her GMing style as one that has trended away from overprepping, I found the explicit dungeon maps to be a bit surprising, but it’s here where much of the tension between the two creative forces of the work comes to a head. This was an unfinished game when Samantha found it, but it becomes clearer as the book goes on that she has made significant changes to the final product, including many that seem to go against Charlotte’s design intent.
So many of the notes and microfiction pieces are about the nature of creation, about what it means to create for the artist and what it means for a piece of the author to live on in the art, making this feel like a strange violation. How much of what we’re reading is Charlotte’s work and how much is Samantha’s, and how much does that really matter if we just want to play the game?
Final Verdict on You Will Die In This Place

You Will Die In This Place is the rare tabletop RPG that I would recommend picking up and reading, even if you have no intention of getting it to the table. As a game, it’s deeply experimental, taking a well-worn grimdark dungeon crawl and bringing it to life with intentionally overcomplicated mechanics that feel fresh and odd, even if they perhaps aren’t the most balanced or intuitive.
As a whole, it’s a marvellous work about the act of creation and finding yourself, even in the face of the bleak world in front of you. It was hard not to make this review into just a list of my favorite passages, but I’d rather leave it to you to discover the story of the Corpse Engineer or Charlotte’s tale of being haunted by the memory of a dying fox or the unsettling demonstration of the natural blind spot we all have in our vision.
There’s so much going on in this book, but it all gels together into one of the most unique tabletop RPGs I’ve ever seen. It’s a powerful statement about the creative process, one that’s inspired me to pick up the proverbial pen again and start writing my own RPG, which is honestly the highest compliment I can give it.
You Will Die In This Place is now available in full over on itch.io.
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