Outcast

Outcast

Developer: Appeal

Distributor: Infogrames

Release Date: September 1999
Platform:


By Randy Sluganski

    

I typically abhor and avoid like the plague any product–be it book,
movie, or game–that requires memorizing a new language. I have more than enough
difficulties with English, never mind an entire new lexicon created solely for
a few nights’ enjoyment. The rare exception in my case was reading A Clockwork
Orange,
but even that classic was discarded halfway through and I instead
watched Kubrick’s film adaptation. Well, there is no Outcast movie, yet,
and I have been itching to play the final version of this game ever since I first
viewed it in a dark, crowded room at the E3 almost two years ago. So now it seems
the time has come to ask the local Shamaz to pay a house call in preparation of
my saddling and mounting my Twon-ha for the long ride into Okaar (I do know that
after learning all of these new phrases and their associations, Infogrames had
better darned well have a sequel in the works!).

Outcast’s scenario
is as familiar to science fiction fans as a warm, fuzzy Tribble. The United States
military has secretly deployed a probe in search of a newly discovered parallel
universe. The probe successfully locates and commences to transmit data from this
alternate universe. The experiment soon backfires when the probe is damaged by
an inquisitive alien, and its destruction triggers a cataclysmic chain of events
that results in a black hole that threatens to engulf the earth. Time to call
Cutter Slade, leader of a covert team of highly trained professionals. Danger
is their middle name, and saving the universe in only 25 days their game. (Note
to critics who have been whining about Cutter’s name: I’ve never heard any of
you complain about Duke Nukem or the myriad other silly action hero names. What
would you like the guy’s name to be–Bob Smith, Jim Jones?) Cutter must now lead
an elite group of scientists on a search to find and repair the damaged probe.
The transfer goes amiss, and when Cutter awakens not only are his crew and equipment
missing, but the local alien population has decided that he is the Ulukai (Soul
of the Essence or savior) who will free the population from tyranny. So begins
your quest to not only save this alien world, but Earth.

One thing can be
said in Cutter’s favor: at least he is not a character in his fifties or sixties
performing unbelievable stunts and running around with a woman half his age like
the claptrap Hollywood subjects us to in every new Sean Connery and Harrison Ford
film. In fact, it seems as though Cutter is (or will be in a sequel) involved
in an interracial (gasp!) relationship with “girlfriend” Marion Wolfe.
I applaud Infogrames for their decision to treat gamers as mature adults. In fact,
Infogrames has done more of the unexpected by providing a wonderful 44-page manual
that not only describes in great detail the weapons and gadgetry of Outcast,
but also the flora and fauna of the six regions you will visit, a lexicon,
tips to get through the game, and biographies of the main characters.

Outcast
is part of that new breed of action/adventure games, and I will immediately
and wholeheartedly recommend it for any adventure gamer. Infogrames has taken
into consideration that probably more people do not have a 3D video card than
do have one and thus the developers have used voxels to create a beautiful world
that looks as good on a low-end system as it does on a monster machine. The graphics
can be stunning, especially to traditional point-and-click adventure gamers who
are accustomed to limited maneuvering in a 2D world. Character animation has been
further enhanced by motion capture, and backgrounds benefit from beautiful lighting
effects. Infogrames had promised that the amount of action or adventure in the
game would be variable according to the player’s preferences, and they have kept
their word. There do exist situations where you decide to burst in like Rambo
or use your gray cells like Hercule Poirot. The plot depends a great deal on character
interaction and development that will allow you to build a reputation among the
natives. Your ability to decide on the best course of action shapes what puzzles
you may encounter and the reactions you will experience from other game characters.
One of the fascinating aspects of Outcast is that as you learn the language,
you can then eavesdrop and understand previously foreign conversations. Yes, there
are situations where you must use force, but for the most part stealth and cunning
will emphasize the adventure aspects of Outcast.

Adelphia is huge,
and to rescue its inhabitants, Cutter must collect the five sacred Mons from the
various regions of the world. Armies guard every important area, and in order
to succeed, Cutter must gain the trust of the natives through various procedures
that will bring out the instincts of the adventure gamer. There’s an enormous
amount of exploration to be performed. The regions of Adelphia are all distinct,
yet diverse, but it is the inhabitants of this world and their extraordinary personalities
that will most appeal to the gamer in search of more than action or puzzles.

Yet
all is not milk and honey for adventure gamers in the world of Outcast. The
game controls, though customizable, are complex. The beginning of the adventure,
in Ranzaar, is nothing more than a training ground to allow you to feel comfortable
with the maneuvers–jumping, swimming, crawling–that Cutter will need to survive.
You will also find some of your lost equipment, much of which I at first found
to be daunting. The HUD, or Heads Up Display, is used the most, as it allows you
to scan and memorize terrain and reproduce it as a map, serves as a compass, detects
new objects, and I hear the new model also makes a mean omelet. Objects that you
collect can be shrunk and stored in your miniaturization backpack, finally solving
every adventure gamer’s age-old question of “where does he fit all that stuff?”
Weaponry is the usual assortment of upgradable big guns that make action gamers
feel less impotent and leave adventure gamers wondering what button needs pressed
to make the danged thing shoot. Most interesting of all is the Gaamsaav crystal,
a sacred stone that must be activated in order to imprint your essence on it to
save your game. The developers of Outcast have detailed or given origin
to every nuance in order to infuse the six worlds of Adelphia with as much realism
as possible. The outcome is a game that is more immersive than any that have come
before.

Adding powerfully to the overall experience is the music. There
is not a game, or many movies for that matter, that can hold a flickering torch
to the musical score of Outcast. We are presented with nearly 60 minutes
of original music, performed by the 81-piece Moscow Symphony Orchestra and a 24-person
choir. The score is a sweeping, grandiose affair that far exceeds anything that
has ever been done in a computer game. Lush instrumentals propel the story forward
as you allow yourself to be willingly whisked off into the depths of this fantasy
epic. Even the voice acting, the downfall of many a potential best-seller, is
performed with elan. Cutter is especially distinctive, though one wishes he would
cut back on the stereotypical he-man wisecracks that first became popular with
Clint Eastwood’s Dirty Harry character and have carried over into the computer
gaming arena.

In retrospect, Outcast has the potential to be the
Star Wars of computer gaming (heck, the credits at the end of the manual
are at least as long as many movies!). The stage has been set; the universe well-defined.
Kudos to Appeal for infusing their game with such intricate details and memorable
scenery. If Infogrames’s marketing department is astute enough to release some
Cutter Slade action figures, comic books, etc., there would be a built-in fan
base who would clamor for a sequel. They have already released a hilarious
television commercial
in France that would be a huge hit if it were translated
for an English-speaking audience. It would be a shame to let such a lush, rich
gaming experience wither and fade away into the setting sun of Adelphia.

Final
grade for Outcast: A.

System Requirements:
200 MHz Pentium
600 MB free space
32 MB RAM
4x CD-ROM
Sound card

Video card with 2 MB memory
Windows 95/98

Randy Sluganski

Randy Sluganski

Randy Sluganski was a true adventure gamer and his passion for these games made him just as important as the developers and publishers of these games. Randy passed away after battling lung cancer for over 10 years. Randy can never be replaced but we would like to light a torch in his memory for what he did for us with his love of adventure gaming. We dedicate this site to the Memory of Randy Sluganski and his love for adventure games.