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Outcast

1999

  • shooter
  • role-playing (rpg)
  • adventure
  • action
  • science fiction
  • open world
  • single player

The story

Outcast is a 3D third-person (with an optional first-person view) action game with adventure elements. In search of five sacred relics, the protagonist travels through the five continents of Adelpha (plus one tutorial island). Each land has its own landscape (mountains, lakes, forests), populated areas, as well as dozens of minor problems - small quests that the hero is required to solve. Most Talans populating the world can be conversed with about a variety of topics. A large portion of the game consists of finding key characters and performing quests for them; some of these are optional, though most must be completed in an adventure-like linear fashion in order to advance the plot. Cutter is free to travel between the continents using special portals. Apart from exploration and completing quests, Cutter will also fight many guards and creatures. At his disposal are six futuristic weapons (railgun and others); ammunition for those guns is scattered around and can also be produced by mixing items. Aiming help is provided in the form of laser sights. Sneaking up to the enemy and punching him out silently is also possible. Gadgets such as a holo-decoy can be used to help Cutter gain the upper hand in combat. The player character can also jump, climb, swim, dive, crawl, and ride a local animal known as Twon-Ha for faster travel.

What it’s like

Soft voxel landscapes with a rounded, slightly grainy look, dense forests, glassy lakes, and snowfields that glow under a pale alien sky, all rendered in a warm, painterly palette that shifts from sun-drenched jungle to cold blue highlands. Camera follows the hero from behind, with the option to switch to first-person for aiming, so exploration feels like drifting through a living, unfamiliar world. The score is ambient and atmospheric, with ethnic percussion and wide synth pads, and the ambient sounds of wind, water, and distant creatures do much of the work between quiet moments. Pacing is unhurried: long walks, portal hops, and conversations with locals broken up by brief, sharp firefights and stealth takedowns. The mood is wistful and curious, a lonely traveller slowly drawn into a larger search. Combat is frequent but not grisly: futuristic guns and creatures meet with bursts of energy fire, with no gore emphasised. It suits a slow weekend afternoon or a long, absorbing solo session. It is for players who love open-ended exploration, side quests, and a strange, lived-in alien world more than sharp action.

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