Developer Nine Dots Studio • Publisher Nine Dots Publishing • Release July 7 (EA) • Platforms PC
I have neither the time nor the space here to examine why I love a game that kicks my ass, but I know that’s why I’ve already put seventeen hours into Outward 2. And we’re still weeks away from the July 7 Early Access release. Developer Nine Dots Studio was very clear about the reality of its game’s world. I am not the chosen one. A sprained wrist might be the end of my adventure. And even if, loot-laden and triumphant, I escape the dungeon, I still have to make it all the way back to safety, because there is no fast travel.
It’s an unbridled premise to pour a fantasy setting into an unflinchingly realistic world. However, the result is the palpable fear of danger and the rush of earned triumph. This early build still lacks a mountain of polish, but I hope there’s enough time to apply it before Outward 2 goes public.

So there I was, lifeblood steadily draining from the wounds a monstrous living hive, and apparent boss of this underground maze, had raked across my chest. I was going to die. Despite all my planning. Despite the bandages I had given precious space in my pack. Despite the time spent gathering and preparing ingredients for three healing potions (now taken in vain). The world went black.
Unexpected luck came my way. It seems a miner working nearby saw me fall and grabbed my limp body, along with all my gear, and stashed me just beyond danger’s reach. I had died enough times out on my adventures to appreciate my rescue. My pack with all its important contents sat right next to me when I came to. Under worse circumstances, I have had to trek injured into the unknown to recover my belongings before heading back to the safety of my starting town — risking even more danger.

It wasn’t all good news, though. My wrist was sprained sometime between rescue and regaining consciousness. I’d also planned for this possibility and gratefully grabbed the splint I’d crafted out of my bag. Remember when I told you this game is unflinchingly realistic? Well, putting the splint on my wrist didn’t miraculously heal me. Initially, it simply stabilized the respective status effect bar. Then, crushingly slowly, the bar began receding.
Until several in-game days later, I could not use my left hand. I couldn’t use it to hold my shield, which meant it had to find a place in my pack, and its weight left me overencumbered. I couldn’t use it to hold up a lantern to make my way through the dark. All I could do was make tough decisions about what weight I could dump from my pack and flee desperately for civilization.

I crouched cautiously to avoid catching any unwanted attention and kissed the stone steps leading up to protective walls when I finally made it. Selling the valuable loot I was able to bring back netted me enough coin to treat myself to a night in the inn while I waited for my injury to heal. Soon, with the clean water of the city’s bubbling fountains and a rich, meaty stew filling my belly, I was ready to go back for another try.
The moment that horrible buzzing monstrosity went down was sweeter than honey and offered even richer rewards. Like a high-level weapon that I’m still using. The coin from selling the loot allowed me to buy better armor, and one of the rare ingredients I’d claimed was just what I needed to craft a fabulous new bow.

This was one of my earliest escapes outside the relative safety of my bustling metropolis. Since then, I’ve ranged much farther and discovered so much more. Every step of it, though, has been tense and hard-won. I appreciate it all the more for that.
However, I would be remiss if I didn’t quickly touch on the things I’m worried about. I don’t mind a little jank in my game — especially before the 1.0 launch. Invisible beds? Hilarious. Dead bodies T-posing and then flopping over? Classic. But there are a few things I hope get straightened out before long. Primarily, I am a controller player. The current build tolerates my preference for the most part, except for the menus. These do not currently play nicely, which is a big problem in a world so centered around crafting and resource gathering.

Outward 2 is still early in development, and I’m eager to see it smooth out its rougher technical edges over time. I hope the gameplay never stops roughing me up a bit, though.


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