The hardships of Outward add high stakes to even the smallest journeys.
Outward does things differently than most games, beginning with what happens when you lose a fight. In the fantasy RPG from Nine Dots Studio, you don't die when your hit points drop to zero . Instead, you fall unconscious and wake up somewhere else. A mysterious benefactor may have dragged you to a warm campfire, a passing traveler may have carried you to a town, or you might wake up in a bandit's prison, dazed and battered, and have to stealthily gather your gear and escape.
This is especially unusual, and surprisingly effective, considering the deep survival systems in Outward. It doesn't seem like a survival game would work if you can't actually die. But since you can't fast-travel, and since maintaining your health and stamina is a real struggle in the harsh world, even minor enemy encounters feel fraught with real peril, and every small victory feels like a major triumph.
Depriving you of your home feels like an odd thing for a game to do right off the bat—I mean, it sucked, and now I had to come up with twice the amount of gold the original quest required. But a lesson was learned. This wasn't going to be easy. Forget crisscrossing the map at top speed, taking on hordes of enemies without a thought, and zipping back to town with my pockets stuffed with treasure. In Outward, you have to move at a measured pace.
But in Outward magic is a real system, not just a mana meter to keep your eye on while you're flinging lightning bolts around. My weak fireball can become a powerful one if I cast it while I'm standing inside a magic circle, which I can cast as another spell provided I've got the physical components for it—and that takes the same sort of collecting and crafting as the rest of the survival system does.
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