
Now I’m interested.Įven more bizarre was what happened 22 minutes later. I realised I’d seen this before, but when my little buddy told me to get the launch codes again, I already had them. See, my first, rather ignominious death, caused by a combination of me being a clumsy twat and me being sort of arrogantly disinterested, saw my little astronaut dude waking once again by a campfire, staring up at the stars and watching a tiny spaceship explode in the distance. It’s a scavenger game, I thought we’ll be stranded somewhere and we’ll have to break rocks with our fists and build shelters and – oh look, I wasn’t paying attention and I’ve fallen off this cliff. I sauntered into this first-person adventure without a clue what to expect, but thought I’d figured it out within a few minutes. In the observatory there’s a kind of museum display where you can learn some history, and a creepy statue that seemed to read my character’s mind on the way out. The first thing you have to do is go up to the observatory and collect some launch codes for your rocket ship, which is located at the top of your village and is a great way to show off how beautiful some of the environments are. You play a member of an alien race, an astronaut about to blast off into outer space on a fact-finding mission. Its a relatively small game, in the scheme of things, but it feels vast.
#THE OUTER WILDS REVIEW SIMULATOR#
It manages to find an almost perfect balance between walking simulator and grand exploration that genuinely surprised me. But in fact, Outer Wilds contains no direct violence of any sort.īut what surprised me more was how little Outer Wilds needs such an element.

I’m not much of a fan of making my own fun in games I like at least a bit of real structure, at least some vague reasoning behind “go here and kill all these things”. Outer Wilds was, for me, a bit of a hard sell.

I either click with them (Dead Cells) or I don’t (fucking Spelunky).īut what I don’t ever envision is an experience that’s at once intriguing, compelling and idling at the same time. When you say “Roguelike” to me, I immediately envision some kind of perma-death hell characterised by an unhealthy desire to collect everything and punctuated by tiny, incremental advancements that will either see me to whatever “end” the game deigns to offer, or throwing the controller on a bonfire and taking up whiskey as a morning hobby.
