this video is brought to you by brilliant pick up a new skill or just learn more about things like science math engineering computer science and so much more thanks to brilliant's accessible and interactive courses try everything brilliant has to offer for free for 30 days and get 20% off an annual subscription by visiting brilliant.org skillup click the link below to get started or stick around to the end of the video to learn more everything you've heard about Star Wars Outlaws it's true it's true all of it if you have heard that Star Wars outlaws' core
gameplay is frustratingly limited narrow outdated and justad had then yes that is true but if you have also heard that the simplified and focused core gameplay has about it an endearing old school charm reminiscent of a 360 era action game and that is also true if you've heard that Star Wars Outlaws is lited with open World style fetch quests and generic Bas clearing activities reminiscent of every other Ubisoft game then that is true but if you've also heard that Outlaws is a rather ambitious remixing of ubisoft's tired open world formula a remix that encourages players
to actually interface with the world rather than just glide through it as Chase map markers then that is also true if you have heard and seen that Star Wars Outlaws say some of the worst facial animations of any recent AAA game undercutting what was already a paper thin story starring a generally uninteresting and unknowable cast of characters then that is true but if you have also heard that all of this stuff writes itself in the back third of the game to deliver a genuinely fantastic swashbuckling Star Wars Adventure filled with big Thrills and even bigger
heart then that is also true if you have heard that Star Wars Outlaws has terrible visuals and well design then that person is lying to you because this game looks objectively incredible point is this I'm not trying to be cute when I frame Outlaws this way nor am I trying to fence it when we listen to a piece of media criticism we want something declarative we're like look just tell me is it good or is it [ __ ] and so when it comes to Star Wars Outlaws on that question of whether it's good or
it's [ __ ] I want to be really clear that the answer is yes Star Wars Outlaws is a far more interesting game than many of the reviews would have you believe this is not just assassin Creed or Far Cry with a Star Wars rapper this is a far more ambitious experience that reaches for a lot failing spectacularly in some core areas while knocking it out of the park in others at a foundational level this is the biggest and most ambitious Star Wars simulator ever made no other game gives you the same ability to sink
into so much of the Star Wars fantasy be it coming face to face with Jabba the Hut in his Palace or playing a game of subar in a Cantina or sneaking into an Imperial base to steal valuable secrets to speed erases and space flight and so much more the only thing it's missing is the Jedi stuff which honestly is to its benefit since there are plenty of other games that have already done a great job of delivering that part of the Star Wars Mythos it's almost cliche to say it but the enormous scale and breadth
of Outlaws is its greatest strength and its greatest weakness because in reaching for so much Outlaws fails to nail down so many fundamental elements underpinning parts of its fantasy so you can sneak around as a scoundrel but the stealth model is honestly dog [ __ ] it's bad same goes for combat you can shoot a blaster and that's about it the substandard quality of Outlaws third person cover-based combat is almost incomprehensible given that this is from the same Studio that made the division 1 and two two of the best cover Shooters of all time the
writing 2 is almost terminally wounded by ubisoft's uncompromising focus on structure over storytelling the first two-thirds of this game it honestly feels like there's almost no storyline at all since the nonlinear structure doesn't allow plot events and character interactions to be built sequentially it only comes together in the final third when the game starts being a linear experience and at that point it's fantastic similar things could be said of riding a speeder or space combat or side quest design it's all there but all of it feels like it's in draft form Scrappy and unpolished and
unaffecting where so much more could have been achieved had more focus and time been put into each of these components it's somewhat of a miracle that Star Wars Outlaws manages to survive its many shortcomings but the fact that I can't give this an unqualified I recommend is in itself a disappointment I will say that knowing UB be massive as I do I think they could have made a far better game than this so much of Outlaws feels like it's just on the cusp of being great and the difference between what it is and what it
might have been can often feel like a Chasm as you're forced into the 800th worldle style hacking miname or the 15th reload of a stealth checkpoint because one guard you could have never known would be there spotted you but when that Gap closes you'll find yourself out running a hot gangster on your speeder or disguising yourself as a stormtrooper so you can sneak into an Imperial base or exploring the the ruins of an Old Republic era ship to loot ancient components in these moments there's a magic here that can win you over it won't win
everyone over and that's why you're seeing such a mixed reception to Outlaws but for some like myself you'll arrive at an acceptance of all of outlaws' shortcomings But ultimately a gratitude that yub massive reach for as much as they did Their Eyes Were Far bigger than their stomach but they got just enough right that Outlaws is likely to be spoken about and remembered in the same way we remember shadow of the Empire kind of clunky plenty of problems but boy do it got it where it counts there's a reason people like me don't push back
on people like SLO survival with me on board you might live long enough to complete the job this time tell me what you know about KVs Star Wars Outlaws is the story of Kes and her trusty sidekick Nicks brought together years prior in a way that is slowly revealed throughout flashbacks the two of them are now living that scoundrel life based in the casino planet of kabite Kay hustles between illicit gigs in a struggle to make and stay one step ahead of all the people she's double crossed along the way she likes to work alone
since she believes she can't rely on other people to be there for her a worldview instilled in her by her mother before her mysterious disappearance now that preference for going it solo no pun intended is challenged by the opportunity of a lifetime a score so big it would set Kay up for life but one that also needs a proper crew to pull it off thus begins Kay's Odyssey traveling the Galaxy to put together a rag tag bunch of people and droids crazy enough to say yes to one of the riskiest heists ever staged one that
eventually leads Kay into the jaws of not only the Galaxy's most ruthless criminal cartels but also the Empire itself as it reels from the destruction of the Death Star and prepares for its counter offensive against the Rebel Alliance pretty sick setup right the criminal underbelly of the Star Wars Universe has been thoroughly explored in books in comics in movies like solo and recent TV shows like the Mandalorian and the Book of Boba Fett but games have always been more preoccupied with putting a lightsaber in your hand and fair enough because lightsabers are cool but gangsters
are also cool and with the exception of the SC storyline in the Old Republic MMO or shadow of the Empire back in the day video games have really failed to explore the potential of this grittiest side of the Star Wars Universe Kay as a leading character is actually fantastic at least in how she's written and performed by actor humble Gonzalez Kay has the charm and Swagger and Brad dashery of Han Solo but she doesn't feel like she's cosplaying that character she feels authentically hurt with her own little ticks and foibles that portray when she's nervous
or lying but also a strong moral Center she can draw on when making tough decisions the way she speaks when she's about town the way she hustles when she's in a tight spot the way she's there for her friends when it counts she's a really well- written very likable character who feels authentic to her archetype without being constrained by it how do we make this work you don't betray Jaylen and I don't blast you so you're my babysitter unfortunately many of the things that make Kay a great character don't surface until the last third of
the game and that's an issue that undermines not only Kay's Arc but really the whole narrative it's a little exaggeration to say that for the first like 15 or so hours of this game it feels as though there's almost no plot or what is there just feels thin and Meandering because honestly it is and there's a really good reason for that Ubisoft now I don't mean that as a kind of like catch all portive what I mean is you have to understand how Ubisoft make video games and how that affects the stories they can tell
within them Ubisoft view video games as a medium that is defined first and foremost by its structure ubisoft's starting point is never we will tell X story their starting point is we want to create an open World game where you can go anywhere and do anything so what kind of a story could we tell within that framework if the player can go anywhere at any time you can't build one linear narrative you instead need to build narrative blocks that can be assembled in different orders depending on when the player chooses to complete them and then
you need to hope that when you combine all of these blocks together you arrive at a cohesive story spoiler alert it never does because good stories require a sequential plot that builds over time and your characters need to be able to reflect on events and their character arcs need a beginning middle and end something you literally can't do if a story can be experienced in any order it's something I spoke about in my review of Assassin's Creed Mirage again that had absolutely no chance of having a good story because of how that game was structured
but it's an issue that's plagued basically every single Ubisoft game of the modern era from Assassin's Creed to Far Cry to Ghost Recon to the division here in Star Wars Outlaws this focus on structure is equally disruptive after the linear introduction on Canter bite you're given the option to visit three different planets in any order and the goal is to recruit someone from each of those planets into your crew so you'll go there you'll recruit this person but the overarching plot can't move forward because the plot doesn't know who you might have in your crew
at that point similarly your crew members can't meaningfully interact with you or each other after they're brought onto your ship because again the plot doesn't know if you've brought person X on board or person y so you can have little chats with them about whatever but it's just superficial banter that dare not Advance the plot in any meaningful way because doing so just isn't compatible with the narrative design or game structure so imagine a heist movie like Oceans 11 and George clinty recruits Brad Pit and Matt Damon and Don cheel and whoever else but none
of these people actually interact with each other throughout the movie except in the finale if you were unfortunate enough to have seen Zack Snider's Rebel Moon part one that is exactly what it feels like a bunch of character introductions with no character development and a plot that is almost entirely on hold until the final act now to be clear it's not like there's no plot or characterization happening during this 15h hour long Act 2 there are story lines unfolding on each planet and honestly they're a bit hit and miss the Tatooine one for example is
excellent it's very personal and it does a great job of building out K's character and her relationship to Nyx most of the others though not so much they really just feel like you're going through the motions rather than working towards something interesting as a result as much as I was enjoying K as a character I'd basically written off the narrative side of this game after about the 10hour Mark I just thought damn such a shame to see how little has been achieved with this cast of characters and this setup classic Ubisoft but then then I
assembled my crew and we pushed into the last five or so hours of the game and I swear to God it is a completely different experience to the point where I was angry at how badly Ubisoft had fumbled the first like 12 to 15 hours of this game The Last Act is really good because the crew actually talk to each other and the plot can actually move forward it's like in 15 hours nothing happens and then in 5 hours everything happens The Narrative constraints imposed by Ubisoft structure Focus design dissolve and give way to a
genuinely great swashbuckling fist pumping juicing Crescendo that is equal parts Intrigue spectacle and heart there a big twist that upend the plot there are huge setpiece sequences that are super hype and there are tender heartfelt moments with your crew that almost took me back to the feels of like Mass Effect 2 I'm not joking it really did and it's just such a shame that most people will have Tapped Out by that 15h hour mark because they are just about to get to the good part but that's entirely on Ubisoft and their approach to game making
and how to affects their storytelling The Narrative of Star Wars Outlaws is kind of the perfect representation of the broader experience something really great undermined by a lack of Polish or some baffling design choice I can tell you this I do think this is a Star Wars story worth experiencing but I can't recommend that you go out of your way to do so there really is like 15 hours of driil you have to push through to get to the good stuff and while I think it was worth it I think just as many people are
going to feel like they got better things to do with their 15 hours and yeah that's totally fair [Music] Star Wars Outlaws is the subject of much discourse many different opinions about many of its different aspects but one thing that everyone can agree on is that this game looks incredible massives environment artists are easily some of the best in the business and if you don't believe me go back and play the division to this day that rendition of New York City still looks extraordinary here in Outlaws Mass's ability to design beautiful worlds takes on a
new dimension when those worlds are Star Wars worlds outside of the film and TV shows you've never seen Star Wars planets and locations look more beautiful and more intricate than this and I'd argue that it looks better than some of the TV shows since some of the more recent offerings have looked pretty budget there's nothing budget about the presentation here every single space is so impossibly detailed that I shut to imagine what massives artists and Technical teams had to go through to make all of this possible it's just such a treat to see all of
this looking this good and if you're a Star Wars fan there is no way this doesn't affect you on some level Outlaws combines the scale of bows the Old Republic with the authenticity detail and immersion of dice's Battlefront games to deliver a visual experience that impresses both from AAR and up close all of it infused with a sense of personality and place that makes these environments feel like so much more than just movie sets that's what really sets the worlds of Star Wars Outlaws apart from Renditions you might have seen in other games we've all
been to tne before multiple times but it's never been this this bustling it's never felt as alive as it does here in Outlaws Ubisoft proudly marketed this as the first truly open World Star Wars game and I was skeptical of that nomeclature because Jedi Survivor exists and that too is open world in its own way but having played through this I actually agree with Ubisoft when we imagine what an open world game is or should feel like we don't imagine the sparsely populated Hub worlds of Jedi Survivor We imagine crowded Cantinas and working space ports
and Maps dotted with different settlements and landmarks outlaw delivers that and if any game in the future dare describe itself as an open world Star Wars Adventure its world will be measured against the one rendered here by Massive the beauty of these worlds is not just Skin Deep though and it's ultimately in the remixing of ubisoft's open world design formula that Outlaws Finds Its greatest success we've all played dozens of Ubisoft games at this point I don't need to give you a detailed description of how Ubisoft designed their open worlds but its Towers ITS m
markers its GPS pointers its checklist tick boox activities ad nauseum you know the drill now I don't want to make it seem like Outlaws is a fundamentally different open World experience this doesn't feel like you know breath of the wild or Elden ring or out of Wilds or whatever it still feels within the general U of Ubisoft but there are enough small changes in how all of this is laid out and presented to the player that this feels like an evolution of ubisoft's formula one that does result in a more interesting open World experience the
map itself is a good example there are no radio towers to climb the only way you find new locations is by either stumbling upon them yourself or by getting some Intel about their location from some somewhere else a lot of the time you'll get that Intel from in town you'll be walking around and you'll hear two people talking about some stash they hid somewhere out in the wilderness or you'll read a data pad telling you about the location of some hidden Merchant or you'll get a contract asking you to do a job somewhere by doing
it this way the player is feeling the map based on their discoveries rather than the map being pre-populated and telling the player where they should go even traveling the map is different basically every Ubisoft game over the past 10 years has had a GPS navigator leading you by the nose Outlaws doesn't have that you need to look at the map and drive and hope you get to where you want to get to you need to find your location and that can be annoying sometimes because you might miss a turn and it leads you the wrong
way but you actually have to think about where you're going rather than just follow the arrows or Worse having the game automatically steer your horse there which was a feature added to the recent AC Trilogy the maps are also quite sparse in their landmarks and that's a big departure for Ubisoft because typically they're trying to pack in so much into every map they're trying to 100% complete every region would take a lifetime here in Outlaws there are fewer landmarks locations and collectibles on each map that may sound like a downgrade but it's actually just removing
a lot of the Ubi bloat that has plagued so many recent Ubisoft experiences it took me around 20ish hours to roll credits on this and that's doing a moderate amount of side content I'd estimate that it's around maybe 30 to 40 hours to 100% this whole game and that's a great figure to land on because the game is not wearing out its welcome you'll finish it satisfied not exhausted or burned out that is a big improvement over something like Valhalla there are also little flourish es pepper throughout the world that reward you for paying attention
to it I read a data pad one time that gave me a tip on a fixed horse race that didn't give me a quest or anything in my menu nor did it update my UI when I went back to the horse Bing place I had to read that thing and remember it so that I could then bet on the right horse that alone is so antithetical to ubisoft's super slick overdesigned handh holdy game design philosophy that I was like wow all right we're doing something different here are we I'm not being sarcastic by the way
yeah it's a really small thing but it stuck with me because it showed me that clearly massive were trying to create a world that rewarded the player for paying attention to it and I'm really into that the single best open world system that Outlaws serves up is one that also doubles as the progression system and it's the experts that are hidden throughout the Galaxy each of them giving K new skills when you manage to track them down so unlike basically every Ubisoft game ever K does not have a character level she does not earn XP
nor does she have a skill tree stuff full to bursting with stupid ass nodes that give you plus 3% damage when you're [ __ ] roller skating I don't know Outlaw doesn't any of that [ __ ] instead if Kay wants to learn a new ability she's got to find someone who can teach it to her at various points you'll receive tip offs about the location of people with unique skills a FASTT talking scoundrel a gambler an explosives expert a hacker a gunslinger Etc these tips come in various forms and it's up to you if
you want to track these people down they always involve a quest chain of sorts and they typically culminate in a marquee mission that are some of the best missions in the game when you have this expert unlocked that'll open up new challenges for you to complete so if you want to hack more effectively ly then there'll be a challenge to hack flawlessly three times some of them involve doing certain contract Mission types which encourages you to head out into the open world some of them involve collecting rare resources which can only be found in very
specific locations and you only get a vague clue about where those locations might be it's really rewarding to unlock this stuff not only because their meaningful upgrades for K because it's a really satisfying process to get a tip off hunt these people down work with them to get a job done and then complete the challenges they set for you it's a fantastic way to approach progression and exploration at the same time a really interesting meta system that's operating at all times is the reputation system so there are four different criminal cartels you run into during
your adventure and siding with them or betraying them is going to net you reputation this way or that so for example you'll be on a mission to collect Intel for one cartel and just as you're about to hand it in you'll get an offer from a different cartel to sell it to them instead the different reputation thresholds have a really meaningful impact on what it's like to exist in the various planets you're exploring many of the regions on the map and many of the Burrows in the cities are controlled by cartels and if you have
good standing with the cartel running that area then you can walk about freely which lets you speak to their vendor and buy unique gear you can also move through their outposts unac costed making it easier to complete side gigs or hunt for rare resources when you're in bad with a cartel who controls the area you need to operate in it totally changes things because now you need to stealth around or just kill everyone which causes your reputation to decrease even further it's an obvious system on the surface because many games have reputation systems but this
is actually one of the more impactful systems you'll encounter because of how much it impacts momentto moment gameplay rather than just you know dialogue options that become available in certain conversations the beauty of these locations how thriving and bustling they feel how much they reward you interfacing with them how WellMed the open world activities are how smart and engaging the expert system is and how impactful the reputation system is all give you the distinct impression that UB massive were not only trying to deliver the biggest and most beautiful Star Wars game in made they were
also trying to respond to much of the criticism we throw at Ubisoft about how they design open World Games by and large massive wor successful on both counts Star Wars Outlaws is a game that is incredible to look at but it will also make you ask what's over there and it will reward your curiosity if you choose to find out and it's been a long time since a Ubisoft game had me feeling that way so that's really the best of what Star Wars Outlaws has to offer now let's talk about the worst which is the
gaml because yeah man [Music] yeah okay so the core gameplay in Star Wars Outlaws is very bad like for real like it's genuinely crazy to me how bad it is and I'll tell you why it's a stealth game made by Ubisoft who have spent like 20 plus years making stealth games but Outlaws has one of the most rigid and uninteresting stealth Frameworks since like like honestly I don't even know like 16 bit stealth games were more sophisticated than this it's also a cover base shooter from the people who made the division but it has absolutely
none of the chops that made the division's combat so fantastic this would be like if Bungie made a new shooter and it felt like Fallout 3's combat no exaggeration so yeah this is primarily a stealth game K is not a Jedi or Republic Commando she's just a woman with a gun and a little rodent buddy she can boss around she can't 1 V one the Empire or the Huts or any other criminal cartel she's got to be smart and so nine times out of 10 that involves arriving at a location crouching down sneaking behind a
box and that's it like for real that is the entirety of what stealth in this game is like K has basically no abilities at her disposal other than like ordering n to distract or attack enemies she can't really manipulate the environment in any interest ways the enemies that you're hiding from don't gain more advanced capabilities that make them more tricky to hide from there's just nothing here man it's just the most stock standard hide behind a box and wait for the enemy to turn around gameplay you can imagine but it gets worse because multiple missions
require you to not trigger any alarms and while there are ways to sidestep this this generally means not getting spotted at all and if you do get spotted you get pushed back to a loading screen and a checkpoint that may be like five or more minutes back depending depending on how much time you spent carefully sneaking around before getting spotted it's frustrating at first but the deeper you get into the game and the more you realize how static and unchanging the stealth model is the more failure it becomes infuriating because doing any stealth section is
just boring but having to do the same section repeatedly is just like oh my God anyway don't worry though because more often than not you will get spotted and when that doesn't result in a game over screen it's time to throw down and the combat is just as Bland as the stealth so has one weapon it's a blaster you can toggle to two other modes that you will barely use because 95% of the time there's no need combat is exclusively about crouching behind a box and firing over the top at the only Stormtroopers in the
entire galaxy who are capable of hitting their Mark slowly sapping your health as you chug down stim packs to out heal this unavoidable damage the only way combat ever changes or becomes more interesting is when you can pick up weapons off the ground there's about half a dozen of them like a sniper rifle or a minigun or whatever they all have very limited ammo reserves you burn through that ammo you throw it away and then you're back to your blaster you can't even carry these weapons up ladders or through doors that trigger cutscene events because
the game just doesn't allow for that which is crazy similarly enemy design never really evolves to become more interesting except later in the game you'll encounter enemies with way more Health than other enemies that at least is in keeping with massives approach to difficulty scaling anyone who's play the division knows what I'm talking about so to be clear it's not just the one note simplicity of the stealth and combat that is disappointing it's also the fact that it's just not good like the stealth scenarios often feel poorly designed with enemies placed in spots where it
feels almost impossible to avoid them their Vision cones and vision ranges feel inconsistent the shooting feels super unsatisfying the health and damage economy of this game feels really cheap and just annoying weapons lack unique feedback profiles like recoil or whatever that makes them feel great to use the list just goes on and on and I just can't fathom how a publisher that built its entire ire on stealth games and a studio best known for making a brilliant cover base shooter couldn't have come up with something better than this having said all of that I do
acknowledge that there is an authenticity to K's limited stealth and combat capabilities that makes her feel more real absolutely like if she had six weapons that are invisible inventory and she could easily mow down an entire Battalion of Stormtroopers without breaking a sweat then something would have been lost for sure similarly if she had a vast array of Batman style stealth tools at her disposal the stealth scenarios would lose the stakes that make them tense I get that I really do but I think it would have been possible to give Kate more options and flexibility
while also scaling enemy and encounter design to meet that capability that doesn't happen here much like Assassin's Creed Mirage the first mission feels identical to the last mission in terms of what you are doing the only thing that changes is how many enemies you have to either silently or violently dispatch it never becomes more interesting or more sophisticated than that and as such the core gameplay of Star Wars Outlaws is easily its weakest [Music] component to this point I haven't actually spoken about the whole ship exploration and combat stuff and honestly the reason for that
is there just isn't much to say there isn't much to find out in space and the ship combat is similar to the rest of the combat it's very onedimensional but luckily combat encounters are mercifully brief and the game almost never forces you to spend prolonged time in space I think massive knew that they didn't have much to offer here and so they dialed it in correctly keeping us on the ground as much as possible because they knew that that was where the magic would happen and yeah I guess that's where I want to finish because
despite all of the complaints I and everyone else has about this game magic does happen Kay will win you over she really will especially on tne where she shows you what she's really made of that last Act of the game man I really wish massive had found a way to get to that stuff sooner it is a fantastic finale that genuinely makes me hopeful that massive or someone else keeps the story of Kay and her crew going I was really bored in by the end where 5 hours prior I couldn't have possibly been more checked
out exploring the various planets you'll touch down on is such a treat not only because of how gorgeous they look and how painstakingly detailed they are but also because of how novel it feels to play a AAA action game from Ubisoft that is less focused on handholding and more focused on Discovery you can miss important worthwhile things in outlaw in a way that most Ubisoft games won't let you do it's an open world that asks you to truly look at it and interface with it and I found that went such a long way towards helping
me forgive the game's many many shortcomings because yeah there are a lot of those not least of all the cor gameplay and that's ultimately why I can't recommend Star Wars Outlaws but I can say to you that this is not one you should write off entirely If You're a Star Wars fan there's a lot here for you if you like open world games there's plenty here for you too if you're a sick widdow like me and you're just interested to see how Ubisoft are willing to evolve a design formula that they've been trapped in for
the better part of a decade Outlaws is a very interesting case study ultimately I am disappointed that Ubbi massive were not able to play to their strengths better and deliver a more compelling more playable experience but I still like many of the things that they've done here and I walk away from Star Wars Outlaws really glad that I played it and having a surprising amount of affection for it given how often Outlaws would frustrate me or let me down so let's put it this way I can't recommend Outlaws but I would say do have a
think about it at the right time in your life or the right price point this could hit right and I'm fairly certain that the memory of this one will age well as we fondly discuss the things it gets right rather than fixate on the things that it [Music] didn't you got a friend or a loved one who's really into their daily crossword or their Wordle although whatever if you do there's a good chance they're going to be interested in this video sponsor brilliant brilliant is a learning platform that gamifies your learning they have dozens of
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