
In my first and second attempts this is exactly what happened, leaving me homeless. If you die while you’re out adventuring and trying to earn money, a large chunk of time will pass before you’re revived, meaning you’ll likely lose your house. You set out into the unknown to try and amass enough to pay off your debt which feels like a relative fortune. So you move around the city and gather the essentials in order to leave: backpack, weapons, water, and anything else you will need outside the safety of the city walls (bandages, food, etc). You’re just yourself… good luck! This idea captured me initially, as I loved the prospect of just doing my best to survive in the game world no matter how much it tried to hold me down, but Outward takes it to the Nth degree, making the constant struggle for survival feel like an excuse to mask actual gameplay rather than a design choice.Īt the game’s open you owe an insane amount of money on your house that you must repay within a very short time, lest you get evicted. Outward is an open-world game that asks the question “You’re nobody special and you do nothing well can you survive?” Rather than being a hero like in most games, you play, well, you - not a legendary warrior, not a Dragonborn, or any anybody.

I had just escaped a narrow death at the hands (paws?) of large dog-like foes and the only thought I had was “Well, now what?” This was not the first time and it would not be the last as Outward drops the player into a game world, shrugs its shoulders, and leaves the player(s) to their own devices, for better or worse it is almost always, unfortunately, for the worse. I stood on a mountain, my partner beside me, looking out across the land.
