Outland is easy to describe in
videogame-ese. It's a Metroidvania game with an Ikaruga-esque
polarity switching mechanic. If you understand what that means,
that's probably enough for you to want to try it out. That along with
the smooth gameplay I experienced in the demo that's available on
PSN certainly sold me.
Outland is the story of...something.
Two sisters are trying to destroy the world and you are this guy out
in the jungle and you try to stop them by channeling ancient warrior
powers. Something along those lines. After the intro, the story
really takes a back seat and it is pretty much just gameplay from
there on out. Obviously the story didn't have too big of an impact on
me since I can barely remember it.
The game is divided into five areas
and a hub world that connects them all. You enter a 2d level, explore
it while fighting enemies and looking for a key to get into the boss
room, then go kill the boss to complete it. All the while you will be
gaining new abilities that let you get through the new obstacles
presented in the level. You can always return to a level through the
hub world or through teleport spots that you open up, and the new
powers you get will allow you to access new areas in those old levels
that you couldn't get to before. I found the set-up to be a little
more contained than most other Metroidvanias since each level stands
on its own. There's no reason to backtrack through a level if you
don't want to, you'll just miss out on power-ups (such as shrines
that increase your max health and special attack energy) and collectibles and stuff like that, but nothing totally necessary.
The controls start simple but soon
map out to the whole controller as you gain more and more powers.
Cross is jump, square is attack with your sword, and R1 switches your
polarity. Your attack changes to an upward strike or a low slash if
you press up or down and square. If you jump at a wall, you will
stick to it for a second. You can jump off of a wall you are stuck to
by pressing cross again. This is really helpful in a game that is
refreshingly lacking a double jump. I love that it's not in here. You
can jump really high, you can jump off of walls to get even higher,
and your character will very effectively grab onto ledges, but no
double jumping! I love double jumping, but it doesn't have to be in
every 2d platformer ever, and I'm really happy that it isn't in this
one. Those are the basic controls, but you will soon add many more. I
won't spoil them all, but you get the ability to slide by pressing
down and cross, do an obstacle smashing charge attack by holding down
R2, and fire a giant Kamehameha wave across the screen by holding
circle, among several other powers. Many of these powers take up
special attack energy, which you regain by killing enemies.
The polarity rules in this game differ
slightly from Ikaruga's. In Outland, you must be the opposite color
of an enemy in order for your normal attacks to damage it (some
special attacks ignore this rule). Like Ikaruga, you absorb bullets
that are the same color as you, although physical attacks from any
colored enemy will damage you. So, for example, if you are fighting a
red enemy that shoots red bullets, you should approach it in the red
polarity to absorb its bullets, then quickly switch to blue in order
for your attacks to damage it. This polarity concept brilliantly
carries over to the platforming side of the gameplay as well. Certain
platforms snap in and out of existence as you change colors. You can
only stand on them when you are the same color they are (although you
can always see their outline, even if you are the wrong color). There
are also platforms that you can always stand on but that will move if
you change to their color.
The platform and combat scenarios that
the different levels throw at you using these polarity mechanics are
the game's main strength. There are countless platforming situations
where you need to rapidly switch colors to activate platforms and
then switch back and forth to avoid the fountains that spew out
different colored bullets. Stages are loaded with these unkillable
bullet fountains that spray out beautiful patterns of red and blue
bullets you will need to absorb in order to advance. Just like in
Ikaruga, it's little bit of an epiphany to switch colors multiple
times to absorb a screen full of bullets to get though an area where
the bullets literally cannot be dodged. It's like these games are
breaking a cardinal rule of gaming, and your mind is expanding along
with the scope of the situations they present to you. Throw some
enemies in there that you need to be the opposite color of in order
to kill and platforms that you don't want to activate (such as ones
that drop you too low to keep going if you are the same color as
them) and you'll really need to put on your thinking cap and then
execute.
Combat situations are similar in the
way they make you think, as you'll be taking on multiple enemies with
different attack patterns that are also different colors, making how
good you are at switching colors and using you special attacks
judiciously the deciding factors in whether or not you blaze through
the enemies unscathed or take a boat load of damage before the fight
is over. Since you primarily use melee attacks, the combat feels
somewhat similar to Symphony of the Night. It
has the same feel of trying to jump over and around enemies in order
to get a hit in on them without getting hit that Symphony
does, but you're going to be switching your polarity back and forth
as you do so since bullet fountains are often around when you are
fighting. There is an interesting variation on the polarity based
combat that pops up in the game too to shake things up a bit (no
spoilers!).
Digression: this game also has a
playable flashback like Symphony, and a sound effect that is
strikingly similar to one found in Alucard's game. Also, the newly
released Guacamelee! is a Metroidvania game with a polarity switching
mechanic. I guess part of this genre is building on and homaging the
games that came before!
Fighting each of the game's bosses is
great fun. I won't even say what they are, you should experience them
yourself. Some of them are screen-filling monsters. Others are more
human sized but you face them in really crazy situations. The final
boss fight is quite epic and challenging, just like I like it.
The graphics are very beautiful. The
player and enemies are silhouettes with colored parts, mainly in the
the polarity colors of red and blue. The main character is especially
well animated. His running, jumping, climbing, and attacking
animations all perfectly compliment the smooth feeling of the
controls. I was very impressed with how natural controlling the main guy looked and felt the first time I played the demo. The backgrounds
of the levels are also very impressive. There's a lot of stuff
hanging by chains and subtly shifting in the background. There are
also waterfalls and fires, so something in the background is almost
always moving or shifting around. It's a great effect that adds a lot
of atmosphere, especially since the backgrounds are very detailed and
filled with symbols and architecture to begin with. Also the snow
effect in the icy level is really cool. Sometimes you catch a
subliminal glimpse of a giant snowflake passing by in the foreground,
which is really awesome looking.
The music is very subtle most of the
time, which fits the feel of the game quite nicely. The music is in
the background, helping to set the mood, but not really defining what
is going on. It works well.
I played the main game for about 10
hours to get all the single player trophies. It was probably about
7-8 to just beat it. Pretty good length for what it is. The other
modes include co-op (which I hear is cool but I didn't get to play),
and arcade mode, which gives you a handful of powers and a time limit
to get through an entire level. You get points in this mode for
killing enemies and picking up gold, and there are online
leaderboards. I didn't really get into this mode. I played through the first few levels of this mode many months after playing the main game, and it was a fun way to re-play levels. After the first couple of levels, I ended up getting stuck on the harder bosses. The 4th boss is kind of... cheap... so I blazed through the level and then died to the boss over and over until time ran out. Then I tried the final level. The level was fun, but that boss is so hard... it would take a lot of re-playing to be good enough to beat the boss before time ran out. I love that the bosses are hard, but beating them in time requires more dedication than I want to put in right now. It's a fun mode to play around with though.
What I really wanted to do was play
the game again on a higher difficulty setting, preferably one where
one hit kills you. I was expecting Outland to be a hardcore
challenge. This is mainly because I played Ikaruga fairly recently,
and as you may know, that game is really, really hard. Outland is
certainly challenging, but doesn't rise to Ikaruga's level of
difficulty. It has a nice pace and progression like a Metroidvania
game should, but unfortunately lacks the payoff off the hardcore
difficulty of the bullet-curtain games it draws inspiration from. An
uber hard difficulty mode would have been really fun, and not overly
frustrating due to the frequent check points. Unfortunately there is
no difficulty setting. I thought about trying to do this as a self
imposed challenge, but I couldn't make myself do it. Maybe I'm
stupid, but I want the game to impose this on me and encourage me to
play this way with a trophy. That's my main gripe with the game. I
think I could have had another 7 hours of fun on super-hard mode, but
it didn't exist. Having multiple hit points is great for your first
time through, but the difficult polarity switching combat situations
and platforming sections are begging to be done perfectly, and I
really wish there was a game mode and that forced you to complete
them without multiple hit points allowing you to brute force your way
through.
I had a great time with Outland, but
couldn't shake a feeling of disappointment while playing. It just
felt wrong to be able to keep going after taking a hit from the waves
of bullets filling the screen. It's the 2d space ship shooter fan in
me that saw all those bullets and wanted a hardcore challenge.
Outland is a challenge in the normal video game sense, but not in the
hardcore Monster Hunter, Demon's Souls, Ikaruga sense like I was
hoping it would be. For that reason, I'm docking it a bit, although
I'm sure you can tell from this review that I certainly enjoyed it
quite a bit. It's a Tier 3 great game.
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