Outriders, the tried and tested of the demo

Outriders, the tried and tested of the demo


We have been talking about Outriders for some time now and the same guys from People Can Fly are trying, with dedication and pride, to convey the philosophy behind this new third-person shooter RPG to the best of their ability. A month after the release, set for the next, ironic, April 1st, a totally open demo has arrived on all platforms and goes against the trend with many of today's market rules.

Precisely this aspect could represent the strength and weakness of Outriders, which we talk about in this tried, waiting to get your hands on the final version in the coming weeks.

The hard life on Enoch

Let's start with the basics: the setting. Outriders certainly does not shine for originality of writing, but anyone who knows the development team knows that this aspect has never been the spearhead of their productions. Despite this, Outriders also brings together some interesting ideas, catapulting us into a future in which the earth's resources are now exhausted and the remaining humans have seen well to embark on a pioneering mission in search of a new planet to call home. Enoch, this is the name of the victim, is reached after an 83-year journey and a consequent long cryosleep, finally convinced that he has found the Promised Land.

It goes without saying that everything will fall apart and that we, the Outriders designated for exploration before the rest of humanity lands, will almost all end up dead due to the wicked choices of a few. The fault of the degenerate situation would seem all attributable to a sort of alien anomaly (but the aliens are actually us) that begins to wipe out everything it can, but that changes some human beings and makes them special, giving special powers. Because of the contagion we will be sent back to cryosleep again, only to be awakened after a further thirty years, finding some of our companions now old and tired, torn apart by a factional war as an end in itself.

Obviously we will be among colors which have been touched by the magic of the mutation and the closing of the prologue - playable only in single player - will be used to choose the class generated by the contact with the anomaly, but we will return to this aspect shortly. This is where the actual campaign begins, divided according to a specific timeline and which we will deepen in the review, when we will be able to complete it.

A little shooter, a little RPG

Outriders: the pyromancer in action He is not a Gaas (Game as a Service) people can fly keep repeating. Maybe what they really do is repeat it to themselves. Trying in every way to avoid falling into the trap of a business model that is not bearing the hoped-for results over time and that they would like to avoid approaching their game. Too bad that in practice we are not that far from reality, at least as far as the raw experience is concerned.

These first hours of play allowed us to get our hands on all four classes , scratching only the surface, but giving us an idea especially as regards the game system and the feedback of the shooting system. Indeed, it would be premature and unfair to try to make judgments on the growth component of the character and equipment, which obviously requires access to the advanced stages to be properly displayed.

Just for the record, what we can to say is that each of the four classes has two different types of individual development: one dedicated to real powers and one instead delegated to talents and the branch of specialization. The combination of skills with the chosen direction will define the type of character created. It is possible to have up to six of them, at least in this demo, a sign that obviously you want to leave the player ample freedom to create different builds, it being understood that it is always possible to reset the growth of each of your characters and radically change their specialization.

Outriders: what remains of the outriders The four classes differ in powers and skill trees, bringing into play some characters who are most voted in the long, medium and short range. Despite this classic look, in full People Can Fly style, the player is always driven to unbridled action and to use the cover system borrowed from Gears of War only when strictly necessary. All this is due to the fact that energy recovery is delegated to the use of the powers themselves. According to the chosen class, the parameters and requests will change, but it will be through the fire of the pyromancer or the brutality of the destroyer that life can be recovered.

The other fundamental element of the production is obviously the one linked to the shooting and therefore to the offensive and defensive equipment which, as a classic of these times, is subject to the rule of values ​​and rarity. The rarer a weapon or helmet is, the greater its peculiarities and the more slots dedicated to modifications. During this demo it is obviously impossible to get a specific idea of ​​the variety and this will certainly be one of the aspects that will most need attention in the final judgment phase.

What we have been able to notice so far is that, in the field of battle, the classes seem sufficiently different from each other, but unfortunately all are flattened by a really dull and bite-free shooting system. It is almost strange to say this when talking about People Can Fly, but if there is something that has left us really dumbfounded, it is the phase with open mouths. Zero recoil, no type of feedback and the general feeling of always shooting with the same weapon, at least within the specific category. We do not know if this could be a problem related to the lack of power and functionality of the first weapons in the game, but if this were the case it would still be an important error in balancing the experience, which risks communicating the title badly with its first impression.

The contents of the Demo

The contents of this demo are rich and mediocre at the same time. We really appreciated People Can Fly's willingness to put us in front of a full version of the title, which simply blocks the progression of the story after a handful of missions and allows you to grow your character only up to level 7. At the same time, this choice does not pay off from an attractive point of view. Unfortunately Outriders is a too derivative game, which lends itself to a consolidated and abused structure, which risks not highlighting the peculiarities that it could show in its most advanced stages. The presence of some main missions, the entire first map and a handful of secondary missions, are an incentive for those who want to start an adventure to resume with the same characters in a month, but far from entertaining as they really could. br>


Outriders: the branches of skills We tested Outriders on a high profile setup and we cannot say we are fully satisfied. Unfortunately, the game suffers from a not splendid optimization, which pushes to various slowdowns especially during the cutscenes, already locked at 30fps in themselves. We are sure this is a cleaning job that can be completed in the last few weeks, but which currently needs to be reported.

Despite this, the game seems to defend itself discreetly. It will not set any visual and stylistic standards, there is no doubt about this, but at least it lets itself be seen.

The aspect linked to artificial intelligence, which by definition of the genre has never done, is different. cry out to a miracle and that here is confirmed more prone to deficiency. The same can be said of a very small level design, which leaves something to be desired at least as regards the first location.

Discreet dubbing, which however is currently plagued by a series of sudden cuts and others small inaccuracies that seem more related to a final mix that is not exciting, also thanks to a banally epic soundtrack and of which not a single piece has remained imprinted. Enjoyable dubbing in Italian.

Outriders is not a GaaS, but in practice it would like to be. It tries to depart from it as a matter of "public opinion", moving away from the idea of ​​a badly viewed and underrated business model. Despite this, all the components are there. Instanced missions, loot, rarity, classes, world levels and activities of different difficulty to be performed as a single player or in company. Nothing new under the sun, at least according to the impressions that a demo gave us which, according to the developers, did not reveal everything to us anyway. We remain at the door for the final version, curious to see where the project will go and whether or not the structure will pay off the developers. For now, we are still very skeptical, but we would be happy to change our minds.


The classes are interesting The story is trivial, but it has some pleasant ideas The branches of talents seem deep DOUBTS The level design is as bad as few The shooting system is dull and without feedback In coop it is an unprecedented caciara

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