The sequel to one of my favorite survival games doesn't just respawn you back at home when you die: that'd be way too easy

4 days ago 10

Rommie Analytics

In the opening moments of Outward 2, I receive what sounds like a simple quest: to find a flower with medicinal properties in the wilds to the west of the city, and deliver it to a doctor.

But I'm no dummy. (Note: I will soon prove myself to be a dummy.) I've played the original Outward, and I know just how dangerous the world can be outside the safety of a city, because unlike most survival games, your punishment for dying isn't respawning safely back at home. No. It's much, much worse.

As I set out to locate that flower, I don't have much: a knife, a shield, some food and water, a tent, and a tiny backpack loaded with a few other supplies. I also don't really know where the flower might be: there are no quest markers or helpful arrows or radar pips to guide me. Outward 2 doesn't do that sort of thing. I'll just need to explore and keep my eyes open.

Thankfully, there's a touch of emergent behavior an untested adventurer can take advantage of, like when I spot two city soldiers marching up a hill near a large angry bird and a larger, angrier boar. They take turns fighting each other while I watch from a distance, until only the guards are left, at which point I scuttle over a...

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