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Outriders is great in a lot of ways, but it is also full of weird problems and nonsense

A while back it looked like Outriders, what appeared to be a relatively generic sci-fi IP trying to capitalize on the looter craze, would probably fail. But over the months leading up to launch, smart marketing showing the depth of the gearing and skill builds, and a free demo showed off how fun gameplay could be. Minds started to be changed, including my own.

Outriders is the game that People Can Fly creative director Bartek Kmita called “the game we always wanted to play.” In reality, it feels like many games that many people wanted to play, jam-packed into one experience. It’s a game practically bursting with ideas and discordant design decisions that is miraculous when it actually works and utterly, teeth-grindingly frustrating when its various systems bump up against one another.


But Outriders is a looter shooter game. The game takes place on some planet far in the future. A time when the earth is no longer habitable. In the game you work as an Outrider to slay people & monsters and collect as much loot and gear as possible. An excellent recipe in itself, a la Borderlands, The Division and Destiny, which unfortunately also showed a bit of the same launch problems. In the game you can choose from a number of classes with their own perks, after which you can explore the world, go up levels and eventually collect the ultimate gear via boss battles. Daan and JJ have thoroughly screened the game for you with a different class and will go through the game with you.

Outriders is great in a lot of ways, but it’s also full of weird problems and nonsense. Perhaps the most glaring of these is that the game is always online whether you play in solo or co-op. The issues with that could be seen thoroughly in the first weekend of launch where server overload made it nearly impossible to play the game for a while. For my experience, I occasionally lost connectivity to the servers while in the middle of a mission. It booted back to the title screen where I waited for the matter to be resolved, all the while hoping the gear and level ups I collected were saved. There’s also bugs such as HUDs disappearing, abilities unable to be equipped, and enemies floating in the air in cutscenes and combat that sometimes required restarts to fix.

The key to combat in Outriders is that despite the chest-high walls everywhere, you’re almost never meant to be in cover, and rather, the game is far more engaging trying to play it like DOOM, hyper-aggressively. Not so gung-ho that you get overwhelmed, but you can get into a tactical flow of moving around a room dismantling groups of enemies in a ballet of destruction that is among the best I’ve seen in the genre.

Part of what makes Outriders’ core action gameplay so successful is the fluidity of its movement. Compared to their first-person cousins, third-person shooters often feel clunkier or, if that’s too harsh a description, at least more measured in their approaches to character movement. I think that’s partly due to the fact that, in third-person shooters, you’re always seeing how your character is interacting with the world. Too much speed, and it would look like your character is defying the laws of physics. But the thing with Outriders is that it just doesn’t care. Yes, the lack of friction makes your character appear to be practically ice skating through the world, at least when they’re in the sprinting animation, but so what? It might look stupid, but running from cover to cover and blasting Enoch’s natural food chain into piles of chunky goop with a shotgun feels awesome.

As mentioned, Outriders has quite a few big titles that it has to compete against. Destiny is, of course, a bold opponent and there are The Division and Borderlands. All well-known titles that have been out much longer and have put this genre on the map. So Outriders must come up with something unique to distinguish themselves.

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