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[Review] ‘Outward’ is a Rough and Overwhelming Survival RPG, But Can Be a Rewarding Experience

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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.

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Books

‘The Sixth Nik’ Review: Pulitzer Winner Daniel Kraus’s Horror Sci-fi Epic

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The Sixth Nik Review Daniel Kraus

Daniel Kraus is the 2026 recipient of the Pulitzer Prize for Fiction thanks to the epic highwire act of his World War I fantasy/horror novel Angel Down. This means that Kraus, an author beloved by genre fans for years, now has more eyes on his work than ever before, particularly from readers who might not typically pick up a novel that veers so heavily into hard genre spaces. 

This is why I’m thrilled that, by chance, Kraus’ first post-Pulitzer novel is The Sixth Nik, a spacefaring adventure full of horrifying imagination and brimming over with imagination. Like all of his books, it’s an elegantly written, narratively complex piece full of memorable characters given depth and shade, but as with Angel Down, it’s also an effort by Kraus to stretch his wings, work out some prose muscles that he doesn’t use as much in his straight-ahead horror work. If you’re coming to Kraus for the second time after reading Angel Down, you’re going to get something completely different and yet distinctly Kraus-ian, a space odyssey that’ll make your brain tingle even as your stomach is doing cartwheels. 

In the future, when humanity has colonized Mars, Europa, and other nearby habitable worlds to varying degrees, Earth is the site of a secluded sect that has made Greenland their home. This sect is responsible for nurturing the Niffakoq, a kind of messianic child warrior whose legacy is passed down in a way similar to the Dalai Lama. The Niffakoq are trained from birth for their “Chore,” a task they must complete that will radically improve some aspect of life in the cosmos, and given brain implants known as “Niks” to enhance their innate empathic abilities. They also, due to the danger of their chores, rarely live beyond the age of 11. 

Nine-year-old Sisilla is the latest of these Niffakoq, and she’s just been given her Chore, involving a faraway colonial outpost on a remote planet that’s rarely in touch with the rest of humanity anymore. To achieve her Chore, Sisilla boards The Sickness, an AI-designed, organic ship that looks like a flying tumor, and meets her crew, including everyone from a bodyguard known only as “Murder 005” to a bodacious engineer who revels in changing her appearance through futuristic procedures to a drug-addicted, reconstructed ship’s medic who offers her a chance to try peyote. 

Sisilla is not here to make friends. She’s here to do her Chore, fulfill her purpose in the universe, and pass on to make room for the next Niffakoq. But life on The Sickness determines to surprise her, from an entire room that seems to be made of placenta to a glitching robot that seems to know something of her past. Worst of all, though, it seems that something or someone on board is out to harm the whole crew, and the Chore Sisilla’s spent her whole life preparing for is wrapped around a terrible, paradigm-shifting secret that will make her rethink everything about her life, her purpose, and her place among the stars. 

This is a lot of groundwork to lay for one story, in typical epic science fiction fashion, and it’s only scratching the surface of what The Sixth Nik has to offer, from ship’s quarters hidden behind curtains of impossibly long human hair to an encounter with worms that left even my strong stomach churning a bit. To pull off something this grand, this multi-tonal and big, Kraus has to lay everything out elegantly, using Sisilla as the viewpoint character and narrator while keeping her in the dark about each key revelation until exactly the right time. It’s not the kind of book I associate with Kraus and his imagination, but he rises to the challenge with a novel that offers something surprising on each new page, a kind of prose sensory overload that almost tips off into being overstuffed. But not quite. 

More than the worldbuilding and vibrant cast of characters, though, what makes The Sixth Nik stand out is Kraus’s layered, often cognitively dissonant view of humanity’s future. Technological advances render some troubles obsolete, only to create entirely new problems. Humans morph and shift themselves in so many ways that they sometimes seem to be walking Ships of Theseus. Building ships from organic matter seems more efficient and elegant, yet it fills each voyage with a parade of grotesqueries.

It is a solar system filled with wonders and horrors in equal measure, and it says something deeply relatable and rewarding about the world we’re in now, this mesh of terrors and triumphs, breakthroughs and brokenness. Kraus managed to capture our own fractured view of the present and catapult it several centuries ahead without losing any of his sci-fi bombast or character-driven sense of wonder. That’s a hard trick to pull off, but it makes The Sixth Nik a hell of a read, and a great new primer for the vast imagination of Daniel Kraus. 

The Sixth Nik is available in bookstores now.

4 out of 5 skulls

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