When Outlander Correct, it is correct.
A group of clumsy fools flew forward in a flash, waving a changed arm, hissing bones from the body with a beam of blue lightning.
After retreating from the hail of bullets, it took me a second to fill up and reduce my defensive ability, while the rest of me were in a cooling state, and some longer-range shots were ejected, which suddenly exploded into fireworks after the explosion.
This is the best performance of Outriders. High-intensity action combines glitz and powerful abilities in non-stop battles, with elation, which can trigger happy enemies, but I have already made my first mistake.
When returning to the “safe” distance, I closed my only truly effective treatment.
As a Trickster class, to stay healthy, I have to hit opponents at close range, but in the broad vision of Outriders-with my ability to move on cooldown-the only thing standing between me and constant anger is me The roughest cover system ever seen.
One of the four core pillars or “mantras” of Outriders is “Be aggressive-the cover is the co-funer”, I want to know at which stage of development this will disappear.
After the cover system proved to provide the same successful defense capabilities as Rudy Giuliani?
“Outriders” is one of these games. You are always trapped by the scenery, sliding into a wall that is more sticky than Spider-Man’s handshake, and running back home from the bar at four in the morning, suffering from the suffering of a half-hangover.
It feels like Outriders at the micro level: full of great, dynamic and innovative ideas, but they are frustrated in implementation.
The pre-release version of “People Can Fly”-Outriders development studio is also behind “Bulletstorm” and “Gears of War: Trial”-positioning their game as a dark, mature, story-driven experience, different from other heist shooters, Its narrative task is the main event.
Outriders game director Bartosz Kmita even said that shooters “do not have to have stupid stories” and that their game has a world and characters that you should really care about.
But in fact, this tone is more like a disaster film in the 90s-imagine “End of the World” or “Independence Day”-all the irony and blinking eyes.
At some point, a character inadvertently explained that you need to use a chemical that produces oxygen in order to survive in the atmosphere of your next destination in Mandarin, which is commonly used by ordinary people.
Then, the gang you assembled is like: “Wow, put a sock in the sock-please use English”.
Therefore, even though the outlines of some elements are much darker, Outriders are definitely foolish and offensive in this stupid atmosphere.
The inconsistency has also continued into the core mechanism, but I also like many things about Outriders.
The merchants you meet in towns all over the planet Enoch stock what you really want to buy, and the weapon mod system – allows you to insert the skills of any item learned from the dismantled equipment into other weapons – it’s one This kind of exquisite innovation allows you to actively shape the way of customs clearance, instead of grinding away the support of God.
This allows you to regularly abandon the rarest equipment to harvest their mods, effectively eliminating the problems of other shooters, among which you are clinging to the cool things that are sold on time.
However, the Legendary weapons of Outriders are so stingy, I don’t even know why they spend so much energy on making so many great guns and armor kits.
If the story should be the main part of Outriders, then why keep all the coolest things until you accumulate points and invest in Expeditions after the game?
It feels like encouraging you to treat the weapon as a tool and harvest its mods to maximize the build, but then prevent it from doing so due to the miss rate.
Similarly, to get the greatest chance of loot, you must use the highest world level available, and for me, this system is one of the best and worst parts of Outriders.
The world level is basically a variable difficulty level, you have a second XP bar here, it will be full when you defeat the enemy without dying. Once the bar is full, you can climb to the world level, providing you with greater opportunities for loot, while also expanding the difficulty of each enemy you face.
This means that Outriders are always in balance so that you can always gather. On the one hand, doing so is great for making it as sharp, strong and engaging as possible, but once the old block is inserted, or if you encounter some particularly clumsy collision design, it will become unbelievable deterioration.
Random enemy types seem to be much more difficult than other types of enemies, and constant fierce attacks will make you feel severely weakened without careful consideration.
There are many great ideas throughout “Outriders”: in combat, craftsmanship, and general mechanics, but its jagged edges make it break from true fantasy.