Outcast

Moby ID: 358
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In the year 2007, a parallel universe is discovered by scientists. The U.S. government sends a probe to that universe and learns of the existence of an entire alien civilization there. However, an apparently hostile alien damages the probe, leading to the creation of a black hole threatening the very existence of our own world. Former U.S. Navy S.E.A.L. Cutter Slade is assigned to escort three scientists to the parallel universe in an attempt to repair the probe and avert the danger.

Upon arrival, Cutter is separated from the scientists and is greeted by the local inhabitants, the Talan. It appears that their world, Adelpha, has its own troubles: a mysterious being known as Faé Rhan has been assembling an army consisting of Talans who think themselves superior to the rest of the population and willing to rule over them with violence. Cutter is proclaimed the Ulukai, a savior mentioned in a prophecy, and entrusted with the task of retrieving five sacred relics needed to overthrow Faé Rhan - all while trying to locate the scientists and save the Earth as well in the process.

Outcast is a 3D third-person (with optional first-person view) action game with adventure elements. In search for 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.

Spellings

  • 时空英豪 - Simplified Chinese spelling

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Credits (Windows version)

161 People (135 developers, 26 thanks) · View all

Reviews

Critics

Average score: 86% (based on 34 ratings)

Players

Average score: 3.9 out of 5 (based on 92 ratings with 12 reviews)

Heaven's Gate: The Computer Game

The Good
Well, it has an impressive initial impact. For a few minutes it seems as if you have been dropped into a deep, interactive world which you can explore at your leisure; the environments are very attractive, using smooth voxels, whilst the sound and music are professionally done and, in the latter case, expensive. Indeed this game reeks of money and talent, and like many expensive collections of expertise it is absolutely hollow inside.

The Bad
As explained quite well in some of the other reviews, the actual gameplay is dreadful, dated, linear, uninvolving. Each level involves running up to a character, listening to a dull conversation, running elsewhere to pick up three or four objects, running to a second character in order to repair the objects, running to a third character in order to find the location of a fourth object, running to the fourth object, running to the second character to find the new location of the first character, running to the first character to hand him 'object Z', at which point he tells you that you need to locate character X in order to embark on a very similar quest. The whole game is nakedly a modular series of looping flowcharts, with no enjoyment at all.

The 'sci-fi' angle involves taking a bunch of quasi middle-eastern characterisations and environments, renaming everything (so that instead of locating Farmer Giles and asking him for a pair of 'scissors' you have to locate Qu'loth and ask him for his 'maarg', or his 'tarrn', or his 'tazmak'), and little else. The game is thus very, very complex but utterly shallow, indeed it is meaningless, impossible to relate to or feel anything for. It reminds me a great deal with 'X: Beyond the Frontier' in that respect; attractive, quality stuff, no game.

The Bottom Line
The nightmare is that this game showed enormous promise. Each level is like a functioning city/village, although sadly not loose enough for you to simply wander around, playing with things. If it had been married to some kind of RPG it would have been excellent, but it isn't, the game itself is no more advanced than a simple Sinclair Spectrum arcade adventure.

I could feel my initial intrigue - the game is very, very attractive - wearing off, until by the second level I was playing it out of sheer bloodymindedness. Again, this reminds me of 'X: Beyond the Frontier' and, oddly, 'Serious Sam', another game which had promise but ran out of ideas very quickly. If only...

Windows · by Ashley Pomeroy (225) · 2005

Help me find my toothbrush, Ulukai

The Good
The graphics are good, very good. The sight of the huge twin moons hauntingly filling the horizon will take your breath away. The controls are almost always intuitive. You feel immersed in a rich, entrancing world.

Your first chores are actually a well-designed tutorial, fair to you player, with no fire-breathing dragon eager to pounce upon you, without even a plague-carrying sewer rat to bite you into writhing agony. Just tasks to familiarize you with the interface.

The Bad
"Can you help Bippy-Poo find his toothbrush, Ulukai?"

"Where is Bippy-Poo, Shazam-Kaboom?"

"I cannot see him from here, Ulukai, but he is somewhere north-west".

Ulukai is you, a cross of Clint Eastwood and Duke Nukem propelled into a parallel universe, courtesy of... well, game designers, really. Bippy-Poo and Shazam-Kaboom (not their real names, we want to protect their privacy here), are Talants, the only intelligent inhabitants of this world. Your arrival was prophesized, you are the long-awaited saviour. The world has been subdued by ... no, no spoilers... an evil tyrant, whose minions the ordinary Talant slaves, sweats, and starves for, to keep them in the local firewater and in ris (the staple food with an uncanny resemblance to rice, even down to the watery paddies where ris is grown). No women, though. They do exist (read on), but the closest whiff you'll get of the fair sex is a spoof of a poof in the fine city of Samarkand (not its real name, no spoilers please).

By now, Ulukai has run enough errands to know that Bippy-Poo hides right at the opposite end of the map. He even suspects that Shazam-Kaboom is giggling under his breath at the prospect of the Saviour of the World hoofing it for the umpteenth time across a land graced with not much of a fauna and as little of a flora. The Great Western Desert (that's Death Valley for you American readers) teems with life in comparison.

Hold your twon-ha there! (A twon-ha is their equivalent of a bronco, a brumby, a horse in short, only with two legs and no tail).

Have I talked, er... WRITTEN you into giving "Outcast" a miss? My apologies. There are good things which make this game worth playing. It is only once the storyline and the gameplay have spoilt it that you think back on it all.

How you had to go into god mode because, shot at from certain angles, the enemy soldiers just seemed to be invulnerable. How you had to repeatedly hit the "skip dialog" button because you got thoroughly sick of having to listen to the same lines from a Talant, when you only wanted to hear again where Bippy-Poo might hide, and so you were treated to this wonderful audio:

"Greetings Uluglub"

"Can youblip"

"Yes Ulukflub"

and so on, and so on, until you got to the bit that you were after.

By and by, you get to the finale. A movie sequence that gives you the distinct feeling that either the scenario writers were fed up to their eyeteeth with the story, or were marched off under heavily armed escort to bring it to a speedy close for commercial reasons. You stare at your screen and you remember... you remember when you learnt that male and female Talants lived separately outside the mating season, and that, as Bippy-Poo (not his real name) told you, the females were on those islands just north of the long line of power poles that zapped you to death (even in god mode) whenever you dared approach them. You remember how something you did caused those power poles to shut down. Yet, there was no way for you to travel further north. You remember all those tantalizing enigmas without answers (yes, you did download a number of walkthroughs, but to no avail). Your remember the tiny offshore island, a mountain in its middle, with a rough staircase leading up to some giant bird's nest with a giant egg in it. Who, what, built those stairs? No clue, no further quest, no answer, a dead-end good, proper and final, my fearless explorer. Too many such dead-ends, and the side-lanes that did lead somewhere were so short and narrow.

The Bottom Line
This could have been a fine game.

Final score.

Graphics. Fine, well tuned to the storyline, often breath-taking, in their passive sort of way. You can even tell the time of the day by the shadow you cast. I couldn't care less, that's not my cup of tea, but perhaps it's yours.

Gameplay. There is much good about it, much bad. Those occasionally invulnerable enemies are a great let-down. Until you switch to god mode of course. It's never so bad that you quit and uninstall in disgust. It's often bad enough to make you want to strangle the culprits: "You had such a great game in the making, why did you stuff up so?" But the puzzles are logical, even though too many of them require you to travel, not only to the other end of the map, but to the other end of any one of the six maps. Oh well, at least it gets out in the fresh air, just like crucifixion does (you jammy, jammy, bastard!).

Replay value. Almost nil. I found myself playing it again only for the landscapes, once I had cleared them of hostile grunts. Those two gigantic twin moons... they are hypnotic. Of course, they are impossible, such a planetary system cannot exist, but this is where art must be allowed to take precedence over reality. If only there had been more of that. And a deeper storyline. Gentlemen, why did you let us down? (Pardon my Aramaic)

Windows · by Jacques Guy (52) · 2004

One of the best action adventures ever made.

The Good
Once in a while, a game so incredibly good shows up that trying to think of a lot of good points is easy but trying to pin one down as a place to begin with is very hard. Those who have played Outcast and are reading this will know why I'm having trouble figuring out what I should begin with. The truth is, Outcast is good. No I take that back, Outcast is amazingly good. When it was first released, I had an interest in it but for reasons of money among other things, I never got around to buying it. Recently, I found it as a budget title and decided to get ahold of it. Now that I've played through this very long game, I can't believe I didn't get it sooner. Where was I? Ah yes, the good points! Where to start... Well I could tell you about the dozens of absorbing quests you must undertake, or the plethora of sub quests you can find. I could talk about the huge and lush world you'll be completing them in, or the brilliant sound and voice acting. Then again I could just talk about the music, the beautifully written orchestral score performed by the Moscow Symphony Orchestra is utterly phenomenal. More than once I have found myself popping the cd into the cd player and listening to it while I was working or relaxing. Visually the game is strong and even in todays games I have not seen a better rendition of water. In Outcast the water shimmers, ripples and reflects like nothing I've ever seen before in a game. Gameplay is so much fun it's hard to stop and the story is also well put together. I could go on and on about this game but I think my enthusiasm for it speaks volumes by itself so I'll just go on to the easiest section...

The Bad
For the first time in all the reviews I've written I'm at a loss. I can't think of anything I really hated about this game but if you push me then I guess the story was a bit less complex than I'd like and the character development was in some places not as high as others. I am really reaching here by the way.

The Bottom Line
You must get this game. That's all there is to it. You have no excuse since it's now a budget title which makes getting it almost criminal. If you play games then go and get it NOW. About the only people who I think should avoid it are those who loathe action of any kind in their games. On second thought even those people should try this, you might be swayed.

Windows · by Sycada (177) · 2001

[ View all 12 player reviews ]

Trivia

1001 Video Games

Outcast appears in the book 1001 Video Games You Must Play Before You Die by General Editor Tony Mott.

Cancelled Dreamcast version

A Dreamcast version was planned by Infogrames, which would feature a new, fully polygonal engine to replace the original one. However, thanks in no small part to Outcast's small sales and the self-destruction of the Dreamcast console, on September 22, 2000 Infogrames announced the cancellation of the port's development. This is sad indeed, since Infogrames had hinted that a 3D acceleration patch for the PC version would be available thanks to the Dreamcast port (since the console uses DirectX as its core API for 3D acceleration).

Graphics engine

A common misconception is that Outcast employs a voxel engine. Franck Sauer, though, said in an interview with gaming magazine "Strana Igr": "We've all misused the term voxel for what actually is just an height field with some software raycasting". The engine allows for a complex architecture and a wide range of sight. However, it features only low resolutions up to 512 x 384, does not support 3D accelerator cards and requires a potent processor (preferably 500 Mhz) to run smoothly.

Legacy

On November 1999, Appeal announced a sequel Outcast 2: The Lost Paradise, a PS2 game with a PC release to follow. Appeal however declared its bankruptcy on August 12, 2002 and the game was canceled. A major part of the team moved to elseWhere Entertainment and a petition was started to persuade Infogrames to allow Elsewhere Entertainment to use the Outcast license, but with no result. A team called Eternal Outcasts started working on Open Outcast as a mod for different types of engines, first the one of Gothic, then the Crystal Space engine, next CryENGINE2 and finally settling on CryENGINE3. After two tech demos (Oasis 1.0 & 1.1) that can be played as mods through Crysis Wars, the project was re-branded on 1st April 2013 as Outcast: Legacy of the Yods.

On 3rd July 2013 it was announced that Yves Grolet, along with the other two original Appeal founders Franck Sauer and Yann Robert, bought back the rights to Outcast from Atari. The game will be developed through Grolet's company AMA Studios and Sauer and Robert will work for AMA through their own company Fresh3D S.A.R.L. Tentatively dubbed Duality, it was then confirmed that it would become the official successor to Outcast. Duality was already announced as the third AMA title at least one year earlier, but with no details except for the title.

Outtakes

Appeal created 15 movie outtakes for Outcast. They could be downloaded as mpg-files from the game's official website. Ideally, any viewer should have played the game, in order to understand the puns.

Promotion

A lengthy gameplay demonstration of the game was shown on the main projection screen at the Belgian demo party Wired 1998, nearly a year before its official release.

References

  • Listen closely, and it's possible to recognize the main notes of Luke's Theme from the Star Wars soundtrack being played by some of the flute players in the region of Okriana, particularly those west and east of the palace. Fitting, considering the city is in the desert.
  • The word Okriana could be seen as an anagram of the Russian word okraina, which means the outskirts. However, according to an interview with Franck Sauer, it actually comes from ochre, the yellow colour that dominates the area.

Save

The crystalline object used to save your game is called a Gaamsav. Carefully listening to that name makes its use more than apparent.

Voice actors

In both the French and the German version of the game, the actors providing the main character's voice are the dubbing voices of Bruce Willis in the respective languages: Patrick Poivey and Manfred Lehmann.

Awards

  • Computer Gaming World
    • March 2000 (Issue #188) – Adventure Game of the Year
  • GameSpot
    • 1999 - Adventure Game of the Year
  • GameStar (Germany)
    • Issue 03/2000 - Best Sound in 1999
    • Issue 12/1999 - #57 in the "100 Most Important PC Games of the Nineties" ranking
  • PC Powerplay (Germany)
    • Issue 11/2005 - #8 Game Which Absolutely Needs A Sequel

Information also contributed by -Chris, Lumpi, Sciere, shifter, Supernintendo Chalmers, Xa4, Zack Green, and Zovni.

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Related Sites +

  • Open Outcast
    A fan-made sequel in the works. The team intends to use the CryEngine 2 for terrain modelling. Well worth a look.
  • Outcast - Wikipedia
    article about the game in the open encyclopedia
  • Outcast Hints
    Alex Burrell wrote these excellent hints for Outcast for the Universal Hint System.
  • Outcast II.net
    A very comprehensive site with news, resources, art, guides and interviews.

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  • MobyGames ID: 358
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Contributors to this Entry

Game added by robotriot.

Additional contributors: -Chris, Unicorn Lynx, Jeanne, Chentzilla, Sciere, CaesarZX, Cantillon, Zeikman, Patrick Bregger, FatherJack.

Game added November 1, 1999. Last modified March 16, 2024.