So, I have opinions on this game. So many opinions! But basically, they are
a) this is one of the best games I have ever played. It has easily secured a spot at least in my all-time top ten.
b) It is also very rough around the edges and needlessly frustrating in several places.
for a): The sheer creativity in this game is like almost no other game I can think of. Seeing each new location for the first time feels like a heart-wrenchingly momentous occasion of discovery and wonder. There are so many amazing moments I can think of.
- Dropping into the black hole in Brittle Hollow on accident only to find I was still alive... somewhere... and stumbling on White Hole Station. I thought I had dropped into another reality or something. Only on a second run did I realize I was just in another part of the same system, and that it was not too hard to warp back to where I had come from. Only later did I realize that all of the debris I saw near the White Hole actually came from Brittle Hollow!
- Everything about Giant's Deep. The first time seeing below the atmosphere layer was simply breathtaking and viscerally terrifying. Everything just seemed so huge and awe-inspiring. And then exploring the islands only to occasionally be rocketed all the way to space and back... incredible.
- Exploring Dark Bramble for the first time and getting eaten so suddenly nearly gave me a heart attack. I was *not* ready for jump scares in this kind of game.
- Realizing the trick to landing on the Quantum Moon and executing on it. Even if I at first had no clue what I needed to do there, it was a magnificent feeling.
I also loved everything about the story and the lore. I am usually not a big fan of the "recordings left conveniently scattered around various locations by dead guys" form of video game narrative, ala, say, Bioshock. But the way Outer Wilds handled it, each time you read a new writing you learned something interesting - and it all threaded together into a cohesive whole. By the end of the game, I had been able to put together a reasonable timeline of the Nomai's whole journey from beginning to end. When other games tried this kind of storytelling, I just lost interest because it was so disjointed.
I also really, really dig the *tone* of this game. For such a serious-seeming premise, the game does not take it self very seriously at all. It's not surprising that the goofy-looking four eyed Hearthians crack silly jokes, but it was surprising that the Nomai, despite seeming superficially very similar to every other Ancient Precursor Race in sci-fi, *also* cracked corny jokes half the time. They were like real people, not just all-important beings. That might feel off-putting (somebody here called it "twee", and it is definitely that) but I think it works. The light-hearted banter gave such a strong contrast to the awe-inspiring visuals. If the game took itself seriously all the time, it would get a bit wearying, and might take something away from those moments when things do take a darker turn.
Now, (b). This game was very frustrating for me at times. The first few hours were sheer wonder, as I explored each planet, but after a while I failed to make much progress. The problem is that there are a *lot* of red herrings and breadcrumb trails that go nowhere, intentionally or not:
- Early on I noticed that the Nomai mentioned that they should make sure there are no cracks in Ash Twin's core. So I spent a decent amount of time looking for those cracks and finding nothing. I tried to launch the ship from the gravity cannon on Ember Twin into the core, and this was a waste of time. It turns out the gravity cannons don't serve any purpose in terms of puzzles/story progression, as far as I know.
- It wasn't clear what the projection stones did, exactly, so I spent a fair amount of time carting them around and assuming they would be extremely important. I found the ember twin projection stone on the White Hole Station and searched all around ember twin for something to do with it... and when I finally found a slot to put it in, it did nothing. Because of course, all it does is project you to the place it indicates, and I was already there.
And here's the thing - I get that a game should be open enough for you to make mistakes. That's like real life. Fine. But in real life, clues are not given out in such an obviously game-like fashion. Outer Wilds usually obeys the rules of puzzle game design, with clear sign-posting. But other times it did not. When it broke this unspoken contract with the player - that seemingly obvious puzzle clues should indeed be puzzle clues - it wasted some of my time unnecessarily.
The game is also frustrating mechanically. I actually had no problem with the space exploration part as some did - when I accidentally rocketed myself right into the sun, I only laughed, since it was so easy to get back to where I was. But it gets frustrating when death is constantly used as a punishment for wrong puzzle-solving. The ghost matter did not need to be there at all, and the cactuses. The anglerfish were meant to be scary, so death is appropriate there, but it frustrating to still get eaten all the time after I already knew the trick to avoiding them, just because on an analog stick it's hard to push exactly x degrees from the center and no more. I don't mind dying in an action-oriented challenge, but constantly dying in the process of trying to solve puzzles was aggravating. The two don't mix well.
For example, I figured out early on that I needed to use the jellyfish to get to the center of Giant's Deep. I didn't need to read the clues from Dark Bramble to figure that out. But I tried several times to interact with the jellyfish, and every time I was electrocuted, and sometimes died in the attempt. So I spent a long time thinking there must be some special trick. I noticed the frozen jellyfish and spent a very long time trying to get into the ice so that I could somehow use the frozen jellyfish's corpse for this purpose. It turns out the solution is dumber: just abandon your ship and you can move into the jellies. But why? Nothing about the clues or narrative indicated that the ship would be vulnerable but my character wouldn't be. And why would I try something like that, since I'd presumably die in the attempt? Constantly killing your player in unexpected ways makes them not investigate certain things that might seem interesting to them otherwise. LucasArts figured that out in the 90's.
I got frustrated with the game and stopped playing it for about a month. Finally coming back to it, I succumbed and looked up some hints. And I'm glad I did, because I wouldn't have made much progress without it, at least not without needless frustration. Most of the time I had the right idea, but there was some unnecessary barrier that made me think I would not be able to execute on it. Not to mention the lack of quality-of-life options like fast-forwarding or slowing time, an on-screen clock, not indicating which writings you have read after dying and returning to them, etc.
Wow, that was an unnecessarily long rant. But all that is to say, these were issues that sometimes made this game frustrating, but only took away a little bit from the overall grandeur. Overall, this is still one of my all-time favorite games in terms of storytelling, environments, and puzzles. It comes as close as any game I can think of to the ideal of making narrative fundamentally inseparable from gameplay. And everyone should at least give it a shot.
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