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Outpost 2
REVIEWER/Ty Brewer
PUBLISHER/ Sierra Studios
DEVELOPER/In-house
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A New Beginning
Outpost was first released by Sierra over two years ago, reaching consumers just
as the transition from floppy disks to CDs was reaching critical mass. The large
capacity of CDs enabled Sierra to produce a game with stunning visuals and looked
like a sure-fire winner. The game box was covered with quotes from such publications
as Popular Science and Omni , the now-defunct futurist magazine. Ah yes, I remember
that winter, taking my precious Christmas cash to the electronics store to purchase
just one computer game. Outpost was it. It had great pictures, testimonials about
the realism and gameplay, and the look of a sure-fire hit. Fresh from months of SimCity,
I fully expected "SimCity in Space."
I have never been so disappointed.
The stunning visuals were sparse - most of the visuals were what you saw on the box.
The "screen shots" were completely misleading - most of the shots weren't really
taken from the game. Worse, the gameplay and manuals were pitiful. I don't mean just
bad - it was a pain to play this game. Forget the hyped expectations the game had
set for itself on the box, forget the stunning testimonials, the game was just plain
bad...and boring.
Let me digress a little. Sierra has long held a policy that "if you don't like the
game, you can return it for a refund, but you must tell us why." Well, I exercised
this option once before on a game my wife was unable to play - the interface was
just too cumbersome. I guess that same design team came up with the Outpost interface.
The game was work just to play. If any game was a candidate for a return, Outpost
was it. But I didn't return it. There was something about the game's devotion to
hard, real science that appealed to me. Perhaps I hadn't given it enough time? I
played on. I played and played and played. The game got worse. Before I knew it,
I was playing this game just to prove that it could be played and to show that I
was not going to be beaten by this sorry piece of digital hell.
What was so wrong with the game? I'll sum it up in one brief description of a portion
of the game. At some point your orbiter arrives at a planet and you must launch your
equipment to the surface. A screen comes up with something like 8 buttons. You must
click the buttons from the top to the bottom, then press "OK." Well, that's it. That's
what passed for "fun" in Outpost. I just can't imagine someone at Sierra thinking
that pressing 8 buttons from top to bottom somehow added to the gameplay - "Doh,
I forgot to press the first button! This game rocks!" It was this apparent disregard
for gameplay elements that doomed Outpost. Oh, I'll never forget this handy keyboard
setup: Ctrl-1 thru 3 for underground levels 1 thru 3. Too bad it was Ctrl-0 for the
surface. What that meant was you couldn't cycle through the levels of with one hand
- to see the surface level, you had to use your right hand. What would have been
so hard about Ctrl-1 being the surface and 2 thru 4 being the underground levels?
Oh yeah, that might make you spend more time playing the game and you would realize
the game was plain awful.
Get on with your review
By now you are probably wondering whether this is a review of Outpost 1 or Outpost
2... This is a review of Outpost 2, but you must understand where I am coming from.
Have you ever wished that one day you could fire the bully who beat you up in 7th
grade? This is what I call Justice. When this game passed through Games Domain, there
was no way anybody was going to review it but me. It was personal now. How many gamers
have ever bought a game and been severely disappointed? How many times have the bugs
in a game rendered the game unplayable? How often have you thought about blowing
up the building of a certain game design company because you spent your hard earned
money on their piece of junk? Well, I represent you now. Believe me, I wasn't going
to let Outpost 2 out the door without telling you what it was worth.
The main menu
And Now, the Review
I have a vivid idea of what happened with Outpost 2 - at least the way I wanted it
to work: Sierra, realizing the game designers behind Outpost 1 were completely out
of touch with the concept of fun, wanted to fire the lot of them. Unfortunately,
they discovered that the designers were really all accountants and couldn't fire
them for fear of financial repercusions (of course, the accountant mentality explained
the distinct lack of gameplay). Hoping to ruin these designers and punish them for
their sins against the public, they sent them to work in the "OS/2 Games" division.
With that sordid element removed from their corporate culture, they set out to make
things right. "Let's get some of our game designers who know how to make fun games
and give them a shot at the Outpost franchise. They can't make it any worse." Given
that charge, a couple of industrious workers at Sierra took the challenge to heart
and started anew.
Enemy tanks
assaulting my base (800x600 - 48k)
Oupost 2 is a real-time strategy game with a different approach (aren't all games
this season?). It would be easy to categorize Outpost 2 in terms of Command and Conquer
or even SimCity, but comparisons would be unfair and inaccurate. Outpost 2 has elements
of SimCity: develop a city, grow the population, establish an economy, protect against
natural disasters, etc. It also has elements of Command and Conquer: mine minerals
to build structures and units; build a military for protection and aggresion. Still,
Outpost 2 is not just the sum of the two games. It would be easy to turn this game
into another clone of "C&C; in Space" or even "SimCity in Space" but they didn't.
When you think about this game, don't let your preconceptions of other games force
you into labelling this game in their terms - Outpost 2 sets its own terms.
Wierd Science
Outpost 1 was basically a spreadsheet with formulas. If you make a change to one
variable it cascaded changes into all other variables - some changes were slight,
others were large. Outpost 2 is not that structured (thankfully) but still takes
cues from its predecessor: the game mimics a complex system - the key word is system.
For success you must balance production goals with limited resources, as well as
manage the happiness of your subjects. Other games pretend that human happiness is
important, but in this game, morale is paramount.
The focus of the game is the happiness and survival of the colonists - the last remaining
survivors of an Earth catastrophe. These survivors were smart enough to abandon the
doomed Earth and tended to be scientists - the most evolved form of life on our planet.
Their mission is to re-build the human species. Of course we all know scientists
are a flakey bunch, sometimes being out of touch with the same reality the public
subscribes to. For some reason these scientists are only happy doing research or
teaching. Imagine that. Somewhere along these lines the scientists realized they
must have someone around to empty the garbage (at least until funding is approved
for researching "Garbage Removal: A Cross-Sectional Study of Phase-Change Disposal
Mechanisms in Longitudinal Grouping.") That, represents the focus of the game: keep
the scientists happy so they can research new technologies to make the workers happy
- after all, they need their pink fuzzy dice to hang from their Ford Explorers -
Planetary Edition.
But not all is well in paradise. A splinter group has formed that disagrees with
the direction of the colony's future. Now two colonies compete for resources - both
human and natural. Game players can take the side of either Eden or Plymouth, with
slight distinctions in technology and intent. This isn't life in a fishbowl, there
are sharks out there who will gladly take what you do not protect. All games come
with a "storyline" that attempts to explain why you are at the point you are now.
Outpost 2 keeps telling the story as you play. Each new mission includes a lengthy
"novella" with characters and events which helps to explain your current scenario.
While the writing style is a bit melodramatic, the story does add to the game.
Harvest, Build, Keep-em Happy
In free-form play, the goal is to build a colony, keep the colonists happy and alive,
and keep doing this until you get bored. A fatal flaw of Outpost 1 was the ease of
achieving this homeostatic system. I found that I never lost a game. Not so with
Outpost 2. The game play is fun for the most part but I found it eventually tiresome.
The units move very slowly - so slowly that the game still feels turn-based instead
of real-time. Even on the fastest settings with all extra graphics turned off, the
game crawled on my P133. I don’t expect to have things race on this old machine,
but I do expect things to be a little more snappy. If you want a game that plays
any faster, I strongly recommend a Pentium 200 or faster. Let me be clear on this
point: it plays like Warcraft would play on a 386. The game just plods along.
Mission objectives
(800x600 - 56k)
On the upside, I do like the complex formula for success. You must balance resource
harvesting (metals) with energy production, food production, population production,
and morale. If you overproduce structures for future growth, the colonists actually
get depressed because they see all these vacant buildings sitting around. If you
fail to meet the demand for living quarters, the colonists get angry at living so
cramped. On the whole I liked the complex system necessary for success - this is
a thinking man’s game.
Playing the Scenarios
The missions are well thought out and follow a very linear storyline. Playing the
missions is like playing out the role in a movie - you know what happens in the end
(good guys always win), but you still don’t know the details in the middle. If you
choose to play this game primarily from scenario to scenario, you will have a very
enjoyable experience. The missions aren’t too difficult and some must be replayed
multiple times to get it right. I found that the storyline was too linear: if you
achieved all the goals of a mission, except perhaps harvesting 6000 metals, you failed
the mission. Wouldn’t it be better to start the next mission with only 4000 metals
instead of replaying the whole scenario? If they had only included primary objectives
(must be met) and secondary objectives (you benefit by meeting these goals) then
the game would indeed play more like an interactive real-time story.
The downside to this is the plodding pace of the game (again). If you end up re-playing
a scenario from the middle (hope you save often), you must do a lot of sitting while
your units take a Sunday Drive across the barren planet surface. I played one scenario
for 3 hours and failed to fulfill 2 objectives. I replayed the scenario from the
start and it took another 2 hours before I realized I would fail again. I started
again and played for 3 hours before failing (yet again). This time, however, I had
figured it out and was able to play the last 2 hours again to complete the scenario.
I can’t say that the failure to complete the goals was frustrating - that’s part
of the game. What was frustrating was knowing the final result, knowing how to get
there, and having to wait because I couldn’t speed up the game any more.
Buildings/Units/Combat
Outpost 2 succeeds marvelously at creating a believable world with realistic buildings
and systems. Where’s the "Farm" in Command & Conquer? No detail is too small to be
included in this game - and I see that as good. As I stated earlier, this isn’t Warcraft
or Command & Conquer, it is a game in its own right. I bought into the world they
created.
But then a funny thing happened. I don’t know why but they must have felt pressure
to appease the Command & Conquer types out there. For some reason they added combat
units to the game, almost as an afterthought. While combat does fit into the storyline,
it still seems a little "bolted on" during gameplay. Worse, the units are lacking
in execution. Basically, all combat units are "civilian" chassis retrofitted with
armaments. This stands to reason - the first tank was an artillery gun mounted on
a car. Where they screwed up was the way they pulled it off. The units lack polish
and completeness. The weapons have an "early beta" look and sound quality. When the
tank shoots at a building at an angle of 60 degrees, the laser shoots at 60 degrees,
but the tank sprite is pointing at 45 degrees. Worse, the laser looks stupid - a
series of dashed lines heading for the target. The whole combat thing in general
looks amateur. No neato sound effects. No neato explosions. No smooth rotating sprites
that actually look like they are pointing at their target.
Notice the
amateur laser and the slightly off angle?
This is where the illusion fell apart. For all the promise of the game, it fails
to deliver at critical moments. In many ways this game is polished and ready for
prime time, but in other ways it still feels like a beta product. No crashes or errors,
but it just doesn’t feel complete. Perhaps the original vision of the game was a
bit blurred, but it just doesn’t pan out the way it should. I believe the scope of
the game was too large and too difficult to pull off (remember Battlecruiser 3000?).
After one week I felt the game deserved a Silver award, or perhaps a Gold. Now I
know it deserves neither. I suspect many will find this game fun and it will develop
a loyal following, but the holes are there. It is fun, but it isn’t an award winner.
If you are looking for "SimCity" in space, or Command & Conquer with more resource management, look elsewhere. This game is rightly in its own category, but there will be no followers in this brave new world.
IMPORTANT NOTE (first published on the News Page by Orchun Kolcu):
You might have seen the ads of Outpost 2 by Sierra in print. They happen to contain a quote
attributed to Games Domain (which can also be found on the packaging) that reads "...an incredibly fun and challenging gaming experience."
To prevent any possible confusion, we thought it's worth clarifying that the only place you can find
opinionated reviews on Games Domain is the Games Domain Review. However, the above quote has
been taken from Games Domain's demo section - as is common practice, the blurb from Sierra's
promotional material has been used as the description for the demo file and this is what appears in
the print ad and on the packaging. It is not a quote from this review or any other form of endorsement for the product.
This review is the only place you can see what the Games Domain Review thinks of Outpost 2.
We hope this does not prove misleading for any of our readers.
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