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Not Recommended
0.0 hrs last two weeks / 21.2 hrs on record (10.7 hrs at review time)
Posted: 21 Jun, 2020 @ 3:12am
Updated: 15 Oct, 2021 @ 5:05am

I have a high tolerance bar for repetition, trial and error, and so on, but Outer Wilds really got to me in ways that few other games do. And that was the last thing I expected of it. Okay, there's a time loop, but they add more time limits on top through an oxygen meter, a fuel gauge, crumbling environments, sand pouring in to close off areas and various scheduled events -- almost every planet has an additional internal timer of some sort. Compounding this, the game doesn't shy away from immediate failure states, requiring you to start over and regularly wait out another timer. It is so punishing for no apparent reason other than to further gamify what otherwise largely amounts to a "walking sim". I sorely missed mechanics that mitigated repetition (beyond taking a power nap), which can be found in games as old as Majora's Mask or as recent as Minit. At times, it feels as if Outer Wilds is not confident that its ideas can be compelling enough to stand on their own without these layers of challenge.

At a conceptual level, Outer Wilds does incredible things. However, my experience was that I was way into everything but playing it. I usually enjoy simply walking around in games like this -- exploration is fun to me in and of itself. Why they found it necessary to add pseudo-survival layers to it, I do not understand. It makes the play more explicitly gamey, sure, but the gauge and time management were not additive to me.

I feel like there needed to be further incentives on the other end and preferably more than notes with lots of proper nouns in them. I spent roughly seventeen hours to complete the game and encountered around three explicit puzzles. I wanted a more meaningful drive to push forward beyond a trail of notes with some exposition; I hoped for more interesting moments rooted in gameplay as I got further, but what I got were largely... notes. There were also stunning environments, which normally I would've found sufficient, but, as I said, I felt unable to fully enjoy them because of doom clocks, survival layers and the specter of repetition.

This also brings me to my greatest surprise: Outer Wilds doesn't really have puzzles as such, despite others describing it as a puzzle-exploration game. In my experience, it's mostly a quest to find a number of keys to open locks, whereby the keys are coded as knowledge (or, inaccurately, "clues"). Because that knowledge is often so singular in its use, there was little more puzzling needed than literally doing the thing a note told you to do. It rarely asks you to apply knowledge in creative ways and synthesize conclusions about mechanics on your own. That's what makes a puzzle to me -- not a binary state of being in the dark about something until learning exactly how it works.

Sometimes, if the game hasn’t yet spelled it out a dozen times yet, you can get a little creative but more often than not the game won't give you the chance to, so the end result is a game generally wanting in what I expect of puzzles. The amount of times this game circles around a certain phenomenon that you could conceivably figure out within less than an hour of playing is emblematic of the game's puzzle philosophy. There is a general lack of confidence in the player’s interpretive abilities and an overeagerness to show you new cool stuff at the cost of a more organic mode of play. And while there's a case to be made that you can experiment in certain situations, that once again leads me back to my initial point about the time loop making it frustrating, because each attempt is going to be prefaced by the dead air of redoing the steps you took to get to wherever you were previously.

Much of the game’s narrative is told through various types of notes that you pick up along your travels. An uninteresting and tired delivery system thereof, in my opinion, and the sheer number of notes you come across is overbearing. The time spent casually reading them also feels at odds with the sense of urgency otherwise pressing down on you, even though time stops as you do so -- a rare compromise for this game that begs the question why this wasn't extended to other areas of its design. Because the game has little sense of economy of information, I was grateful that the computer on your spaceship keeps track of notes and draws connections for you. Yet, I can imagine a version of this game that exercised more restraint and asked you to organically make those connections yourself. I think I may have enjoyed that more. But Outer Wilds often doesn't trust the player enough to allow for things like this.

At a more fundamental level, the spaceship and character controls can be a pain, but, okay, it's space -- fine. Accurately confounding. There are also things like the button layout being unintuitive. For a game without seriously disruptive technical issues, too often it "felt" bad when playing. It made basic things more difficult than I wanted them to be when I was already prickly about friction elsewhere.

There are many interesting concepts here, but for some reason it really makes it painful to get to them, and (the payoff of) cool concepts alone don't make a game for me. The "in between" needs to be compelling too. I think of experiences like The Witness, FEZ and The Stanley Parable in comparison to this, and they all have elements in common with Outer Wilds. Yet they have things like brevity or satisfying moment-to-moment mechanics to make for more well-rounded experiences. It has a bit of all of those games in its DNA, but Outer Wilds doesn't come together as neatly.

The coup de grace to my goodwill was delivered by its pre-ending sequence, which is one of the most profoundly disruptive things I've played in a long time. It combines the two factors I disliked most about the game in a neat package: timers and instant death states. As a result, I couldn't quite settle into the ending the way I'd have wanted to. And those closing moments were truly inspired at times, evoking a pitch perfect sense of fear and awe of the unknown -- something the game has a general vibe of throughout and is its greatest achievement, and it really shines in the end. However, the meat of the game being so unpalatable to me wasn't offset by audiovisual spectacles like these. It didn't redeem, justify or override all of that suddenly.

It's clear that players with different sensibilities than mine will get way more out of Outer Wilds, as evidenced by its overwhelmingly positive reception. I personally don't think it's a slam dunk of a game, and it has what I consider a number of deep issues that weren't addressed much in the reviews I had read. Hopefully this'll help some people make a more educated decision on whether this game is for them or at least help set expectations.

Lastly, I should add that I didn't go into this knives out and ready to rip on the game for contrarian cool points. I genuinely thought this would be my jam, because it had all the signs it would be.
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40 Comments
Shade 29 Oct, 2024 @ 8:42am 
I've noticed that there's a steam user named Kuroš who just copied and pasted the same comment on tons of different reviews of this game
Shoot Gunfinity 5 Oct, 2024 @ 9:02am 
This is a great review, I have a similar experience, and it really got to me, considering how many love this game. It really is a great concept, but turning it into a game resulted into hard to fix problems. The time loop in itself is nearly okay, but yes, adding the survivor elements, the trial n error deaths, the lack of tool to manage your time... all that together made the time loop so so much worse. The players that dont mind were able to enjoy the great aspects of the game enough to push through the tedium, so much so that they might not even see it, which is great for them
Cosmey 26 Oct, 2022 @ 12:49am 
i just don't get having any problems with the controls. i could see the problem if they were slightly hard, but idk I just never even had the tiniest problem
Sithrandir 4 Sep, 2022 @ 4:20pm 
skill issue
Kuroš 10 Apr, 2022 @ 8:50pm 
I've noticed that there are two types of Wilds-fans:

1.) Folks who are willing to meet you halfway, understand your perspective and where you're coming from, and make an honest, sincere attempt to try to help you enjoy the game so that you can have a new shared interest together.
2.) Snotty, self-righteous assholes who are convinced not just merely that they're smarter than you, but that they're outright *more evolved* than you.

This is an interesting phenomenon I've picked up on.
ukreator 30 Nov, 2021 @ 3:25am 
It's unfortunate I didn't find this review before buying the game and playing more than 10 hours. It was fun and intriguing at first but got frustrating and repetitive due to dying/respawning and some things that require quite a bit of time to figure out (or googling them). Apparently the vast majority of players don't mind all of it but for me it's just a frustrating waste of time.
Irrapture 26 Oct, 2021 @ 6:44am 
@Dash Granny that's kind of you to say but next time you're in a bad mood, work on keeping it to yourself instead of spreading it onto others. It's very difficult to do but ultimately worth it because you find that you'll say things you don't mean when you're angry. And then when your anger goes away, you won't have to apologize to anybody.
okcomputing 26 Oct, 2021 @ 4:38am 
No hard feelings at all, it happens :)
Rosé 22 Oct, 2021 @ 9:57pm 
you know i guess i shouldn't talk about how this game wasn't hard given i was guided through it by a friend lol. (btw sorry for the mean comments i had lost my temper those days, i was going through many other arguements dissagreements etc. etc... also sorry for bad grammar,) Peace Yall.
okcomputing 15 Oct, 2021 @ 5:10am 
I also updated the review to hopefully get my perspective across better and with a less flippant attitude. Not sure why I did it since I don't think the review is read as much today as it was back then, but I wanted to :lunar2019piginablanket: