![]() ![]() The brief meetings with alien races only intensify the feeling of isolation that Out There provides. Successful negotiations with sentient beings have their own rewards, with new items and the rare and vital Omega element, capable of fixing any of the three main ship components. As the player meets and interacts with other races, they gain more and more alien vocabulary, and can slowly begin deciphering the unfamiliar language. Mi-Clos has created a number of bizarre alien races for the player to make contact with. It's not just alien craft that the player discovers, either, as Out There's garden planets often contain life of their own. Meanwhile, the player can also meet bizarre monoliths out in the void, granting players with new locations to discover and further developing the game's story. These ships contain spacefaring tools of their own, as well as upgrades in cargo space - as long as the player is able to repair different parts of the alien vessel. The player will also be given the chance to transfer over to new ships, abandoning the human-built craft for alien designs. Players will have to make the decision about what elements must be dropped, and whether new modules are worth keeping over mineral supplies. Adding a new tool will mean there is less space for fuel, minerals, and oxygen. Each new module for the ship, such as shield generators to decease hull damage, takes up space in the cargo hold. The additional items add even more tough choices for players to face. The results can go two ways, rewarding players with additional material and items, or damaging the ship. Players will also be met with binary choices along the way, such as how to react to unknown creatures and objects in the void. Out There plays almost as a minimalist adventure story, with text boxes revealing the inner thoughts of the astronaut and locations and events he discovers. Thankfully, there is plenty to keep players occupied beyond the actual proactive gameplay itself. This worked incredibly well on mobile platforms, but home computer players may be left wanting more. The majority of the early gameplay is made up of three different proactive gameplay moments: sending probes for fuel, mining ore planets, and landing on garden planets. As a result, if players found the planet-probing moments of Bioware's series less-than-enthralling, then Out There might not be entertaining. In a strange way, this means that the game almost plays out like the galaxy exploration mini-games of the Mass Effect series, particularly Mass Effect 2. Keeping tabs on fuel, air, and hull stability is essential, with different elements repairing or refilling the Fuel, Oxygen, and Hull meters. These elements can be found by mining ore-rich planets to repair the hull, probing gas giants for hydrogen and helium for fuel, and landing on garden planets to refill oxygen supplies. Players are not able to rely on firepower to escape dangerous situations, and the bulk of the gameplay is instead focused around resource management. Out There's gameplay is entirely based around vulnerability and survival. Indeed, Out There may well be crueler than the Subset Games-developed title. ![]() Although this may make it seem like players are in for an easy ride, the opposite is true. Most importantly, Out There is devoid of combat, and players will not face firefights against opposing spacecraft. There are, however, a number of differences between the two games. It is all to easy to compare Out There to FTL: Faster Than Light, another space-based roguelike. Players face a procedurally-generated journey from system to system, meaning that each playthrough is different. ![]() The end goal is to reach a distant system that promises to reveal secrets about not only the astronaut's destiny, but the fate of mankind. The astronaut must travel to different stars, collecting fuel, oxygen and mineral supplies to try and survive. Out There is a space-based roguelike, placing a single player into the role of an astronaut who has become lost in an unknown part of the universe. ![]()
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