Name a flaw
Name a flaw
It didn't appeal to me so its shit.
the long tutorial section i think turns a lot of people off but once you get into the ship and start exploring its wonderful
Some spoilers, I guess.
- Controller dropout issue persists into final release.
- Initial sequence is a bit dense, trying to introduce the majority of game features all at once.
- Ending sequence is a derivative trope-storm of callbacks, all-in-your-mind predictability.
- "Quantum" everything.
- Nomai die off from a deus-ex random astroid instead of anything to do with the core plot.
- Zero fallout for the Nomai's reckless use of resources. Sun doesn't explode, Timber Hearth is fine, black hole white hole shenanigains cause no problems.
- Hollow's Lantern is pointless. Nomai still build on the surface, the planet falls apart on it's own, and there's nothing (nearly nothing) on the moons surface.
- Nomai "characters" blend together and lack personality, making naming them almost pointless. Only one or two written Nomai have real plot relevance worth remembering their names.
- A lot of time based puzzles that are hurry-up-and-wait
- Lack of easter eggs, secrets, and rewards for pure exploration outside of the core plot.
It's a spectacular game, but don't make the mistake of calling it flawless. It has plenty of flaws, but none of them subtract from the wonderful experience.
Game has amazing exploration but a good chunk of the content is just reading. It can be hard to recommend to people.
Zero (0) replayability.
>Long tutorial
It's like less than a half hour.
One could argue that ghost matter is pretty important in the main plot since you find it scattered around everywhere and it kills you and no one knows why
>there's nothing (nearly nothing) on the moons surface.
Is there anything at all in Hollow's Lantern? I think it's the only place I had zero observations on my ship log
indie
there's a small base inside one of volcanoes but it is pretty inconsequential
It exists
That's very long, user. Most games would rather expose things to the player little by little.
Frankly it's good that it's optional, I just rushed to the codes at first. I only really looked at the tutorial in later loops when I felt the need to learn some more mechanics.
zero replayability
>nomai didn't suffer at all from their recklessness
weirdest part of the plot IMO
The controls, especially in the spaceship. That and all the waiting or being slightly too late for things.
I'd say getting their entire species wiped out because of some random comet is a pretty fair comeuppance
anglerfish were totally unnecessary
why that one anglerfish was on ember twin isn't explained at all
It’s boring
the dark bramble, quantum moon and interloper were underdeveloped dissapointments that weren't nearly as fleshed out as the other locations.
>>anglerfish were totally unnecessary
They're like the only things that are a threat to you in the game (besides the autopilot). Going into dark bramble for the first time following the sound of Feldspar's harmonica paranoid that a killer fish could come at me at any moment was the highlight of the game for me.
They recklessly fuck with the interloper core which kills most all of them.
The Interloper naturally comes close to the sun which makes its core explode, releasing all the ghost matter in the solar system and killing all life on it.
Dunno why the Anglerfish and the Hearthians suvived, though.
Wtf else did you want from any of those things
Especially the quantum moon, the most explained thing in the entire game
I wish there was an option to turn on a radio or communicate with someone with proper voice acting while you're exploring the vastness of space. I mean I get the awe of silence thing they were going for with the occasional synth kicking in, but it gets sorta played out after a while when you're over the spectacle and just going from point a to point b to clear objectives.
still way too long. would have expected a more elegant method of introducing the core mechanics especially since the rest of the game handles introducing new mechanics so well.
having things like the black hole forge and the sun station being only accessible by teleportation fucked with some of the other puzzles by making me wonder whether their solution was to be teleported in from some other distant location
other then that it was a lot of fun
Did you see any actual equipment there? Drills? Probes? Anything other than one ship, two trees, and a couple dead Nomai?
How exactly did they "fuck with it"? By touching it?
Like this person said - it just happened. The Interloper was a way to write off the Nomai because the writers had made them basically infallible beyond "oh this didn't work, lets do something else"
Outer Wilds isn't flawless, but some of these seem subjective.
>Nomai die off from a deus-ex random astroid instead of anything to do with the core plot.
>Zero fallout for the Nomai's reckless use of resources. Sun doesn't explode, Timber Hearth is fine, black hole white hole shenanigains cause no problems.
If the Nomai had died off because of reckless progressivism, people would have complained that it was tropey and predictable.
You've already listed the ending as a flaw for the mere sake that you found it predictable.
>"Quantum" everything.
Not sure what you're implying here. Is it because it doesn't match real-world science?
I don't think they were going for that...
>Lack of easter eggs, secrets, and rewards for pure exploration outside of the core plot.
There are a few easter eggs and hidden endings (a new one was patched-in from when I first played it).
The second nomai runs and doesn't make it more than a couple feet out of the center chamber
The first nomai definitely popped that shit, just like the log said they planned to do
Ind*eshit
- fucking sucks. conceded
- A fair point. However I wonder how else you could convey the base mechanics without being outside of the timeloop.
-What did he mean by this?
-A nitpick I'll have to concede on.
-I would've liked something tied to the core plot as well. The random and heartless nature of a random hellmeteor killing everything in an instant for no reason is still very in line with the themes of the game, however.
-There are dozens of logs where the Nomai mention how careful they are with their resource extraction, even going so far as to keep an eye on the enviorment and make changes depending if they had a negative effect. Also, they did have a reprocussion: The Hearthians barely have any metal to work with. Notice that their infrastructure and machinary is almost entirely based on either renewable resouces like trees, or cannibalized nomai structures(Like the computer in your ship being made from a Nomai head statue)
-There is a lab inside one of the craters where they were testing the heat resistence of Timber Hearth's metals. A disappointing waste otherwise, conceeded.
-conceeded. Though i liked how the children had scribbly text.
-exclusive to the hourglass twins, the whole gimmick there is time. Even then, there are only 5 puzzles that require waiting, and 3 of them are only because its how teleporters function.
-Other than wanting some reward for following the probe, I dont get this complaint when the whole game is ABOUT rewarding pure exploration.
i would have liked it if there was more content in the bramble actually explaining what it was. maybe the nomai could have survived long enough to set up a colony and research things. what do the fish even fucking eat to get that huge? compare it to any other planet and it's totally barren. 1 hint for another planet and some messages on a board is paltry. af
the moon was basically just fucking nothing. meeting the bro was cool but he doesn't explain anything you haven't already learned somewhere else. it just adds nothing to the game outside to the point where it's practically an easter egg.
the hearthians were still evolving deep underground. you can find stuff about it if you poke around down the geysers.
> If the Nomai had died off because of reckless progressivism, people would have complained that it was tropey and predictable.
The game is filled with tropes that are accepted for their strong execution (ancient alien civilization, folksy but determined protagonist race, time loops). Hubris-punishment would have been tropey, but it would have been better then "oops we popped a random ice bubble full of space poison now our entire species is dead."
> Not sure what you're implying here.
Nope, nothing matched real world science. Fine with that. It's the repetitive use of the term that makes it feel like sci-fi babble. Quantum tower. Quantum knowledge. Quantum rocks. Quantum moon. Quantum quantum quantum.
> There are a few easter eggs and hidden endings
Yes, but in a game based around exploration, are you really satisfied with how much we got? No interesting side-story elements in the dead ends? No random floating bits in space with superfluous lore or references? I like secrets in my games, and Outer Wilds seemed barren of them.