The full game of Outriders is out now and I've played some. I'm now beyond the scope of the demo into the next area. So far I'd say that it's a little disappointing because it feels very similar to the demo area. There's a couple new enemies and it's much bluer in color scheme, which is nice, but beyond that it's just an extension of what they showed. No wildlife yet, though they've suggested there will be some, and no real change of pace. I thought maybe the game would slow down a bit and do some storytelling, but this is clearly meant to be a multiplayer product so the action keeps flowing. Gotta keep up that grind.
I'd say the biggest change for me is the fact that class does, in fact, make a huge difference. I played the technomancer in the demo, which is very much a cover and range based class, and I switched to the trickster for the main game because everyone kept saying how this is not a cover shooter and it's all about getting into people's faces and blasting them. I agree that as the trickster that's the best route, since you can't recover health at a distance and this game is just relentless with the firepower it pours out at you. I picked the trickster because I remember enjoying the Vanguard in Mass Effect and it's similar in concept, but so far I don't think it's nearly as fun.
The main problem with the trickster is that once she shoots her load with her powers, the time waiting for cooldowns to pop is just brutal. The game says that you should get in and get out, but at least so far I don't have any great powers for getting out. You blink in behind an enemy, slash them with your big energy knife, start shotgunning, pop a time bubble, and then you're extremely vulnerable unless you've got enough people around to keep shotgunning and maintain your health. I guess you can pop the time bubble and try to find a way to blink out, but the problem is that the blink targeting isn't that reliable, especially when there are a lot of enemies around, so often blinking out just pulls you out of your time bubble and into the fray.
Obviously loot and class points will help this out. I already reduced my reload times by 20%, which really helps in keeping up the damage (close range damage is how the trickster heals), and I have some equipment that enhances my skills such as providing two of the big energy knives, which will kill most enemies. But I still feel really fragile pretty much all of the time, and it's super easy to get into trouble if I blink to the wrong guy or the ammo drops aren't flowing.
So far I like the Technomancer's more methodical play better, even though the Trickster annihilates bosses that I had to slowly whittle down as a Technomancer, but I'll keep going and see how I feel.
So far the game feels like a mix between Gears of War (especially with all the shotguns), Infamous (the super powers and battles between super powered guys), and Bulletstorm (some of the script and the visual design of the second area.) I like all those games but the whole seems less than the sum of its parts so far. It's okay but it seems like it should be better and I can't quite put my finger why it's not. Maybe it's a bit too chaotic for me. I like a somewhat more methodical shooter, which is why Technomancer suited my playstyle.
Anyway I thought it would be good to have a thread to share thoughts, feelings, strategies, and complaints, given that a lot of people will be playing this thanks to ye olde Game Passe.
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