Lamentation of Outriders

Good Morning Folks. I’ve been spending a bit of time over the last few days thinking about a game that could have been, but never really was… Outriders. I reinstalled it recently and it is still an enjoyable looter shooter experience, with its roots in the fundamentals of ARPG build diversity and design. It was the hoped Destiny Slayer that would come along and offer a more interesting gameplay experience. It had some connectivity issues out of the gate as often is the case with most new online games, but it recovered relatively quickly and offered a really enjoyable gameplay loop. Lets talk about some of the high points of the game.

First off it had a pretty freaking long story, at least compared to Destiny or any of its expansions. There was a lot of interesting gameplay wrapped up in that story as well and all of it was repeatable. It became commonplace to grind out your favorite story missions for loot in the endgame. While it told an exceptionally bleak tale that turned off some of my friends, it was a mechanically enjoyable experience from start to finish. It did a good job of easing you into combat and giving you progressively more difficult encounters as you learned the ropes of how to use your new powers. The male voice acting was less than amazing, but the female voice actor was pretty freaking great.

The class design and the powers that came with it were extremely fun. I spent most of my time playing the Devastator which uses Earth powers to “devastate” the enemies. My build of choice was to use Earthquake as an opening salvo, Tremor as a lifetap aura or a sort for everything fighting up against me, and Impale to lock down the biggest enemies while mopping up the weaker ones. The game had a talent point system that allowed you to really accentuate the abilities that you wanted to focus on, letting you lean into a specific gameplay style. For me it was all about being tanky and being able to take a lot of damage while dishing it back out in the form of elemental attacks. Other gameplay styles leaned into stealthy fast killers that flit across the battlefield or maybe being the best sniper you could possibly be. Classes had an identity and this was supported by custom gear sets and such making you feel like you were able to lean into a particular fantasy.

Then there were the weapons that not only looked cool but had some wild unique abilities on them. The craft system allowed you to replace any one node on your weapon with any other node you had unlocked to that point allowing you to craft some wild combinations. What I liked the most about this is that it was pretty easy for me to keep using the same sort of weapon over and over as I leveled through the game because I could keep bringing forward the attributes that I enjoyed the most. I imprint heavily on specific weapons in this sort of game and the fact that I could keep using them was huge for me. This is my big problem with a game like Halo where you end up having to spend most of your time using random trash weapons rather than the really good ones.

With later updates, there was a full cosmetic system that allowed you to swap up what your character looked like. This included weapons appearance swaps so if you had a specific loadout that you needed for your build, but you really liked the look of another weapon you could change that up and run around with whatever you liked. I personally with with a cowboy thing going on with a duster and everything. I think more than anything I appreciated how well the game played and how all of the cosmetics were unlocked through playing the campaign and for completing achievements. That said this is absolutely a game I would have happily paid for microtransactions in similar to how I happily pay for them in Path of Exile.

Now let’s talk about the downfall of Outriders. Prior to the launch of the game, the two biggest talking points were that it would have zero microtransactions and was “Not A Live-Service” which is a weird message for a game that required online connectivity and also was being touted as something that could compete with Destiny. Looter Shooters need content updates to keep bringing players back. You can look at the SteamCharts for Destiny or even The Division and see that there is a pattern. When new content is added to the game, players come back… there is a surge in player numbers and a slow drop off in numbers as players feel like they have gotten their fill and move on to other games. This is how this sort of game survives. Path of Exile has quite possibly the most predictable pattern each time a new league launches, there is a spike, and then after a few months a valley.

The game as a whole was reviewed reasonably well considering there were active campaigns attempting to review bomb the game during the first few weeks of connectivity issues. There were a lot of publications that reviewed this as an overwhelmingly positive game. The biggest concern that kept being raised however was whether or not the game was going to be supported in the long term. The constant drum beak of “Not A Live-Service” set up a bit of a paradox. Players engage in these sorts of games now as live services, as experiences to be revisited every few months each time a new drip of content is released… but as this game is reportedly a “finished product” it was setting up a scenario where it just could not sustain the players necessary to make things like matchmaking function.

Ultimately that is what we saw when it came to concurrent player numbers. There was an impressive peak of just over 125k players, and then by month three a constant fall off down to around 1000 players just before the first major patch, and a bump back to around 10k shortly after that. Then again a a bleed of players down to 1000 players again before some pre-expansions patches that introduced new things to the game and another bump of around 12k players with the release of Worldslayer dropping down to under 1000 players starting in November 2022 and continuing in that state to this point where at the time of pulling these numbers there was a 24 peak of just over 300 players. Without the rhythm of a live service game, there just wasn’t anything to glue the players to this game.

I will always be wistful of what might have been with this game. This game is my new Hellgate London, a game that I greatly enjoyed… felt was far better than the other offerings that were available… but just was not supported and died an early death as a result. The main difference is that I can still revisit Outriders and enjoy it, and at least so far its corpse has not been crudely reanimated by a KMMO company. Outriders is still a damned fun game, but it would be a better game if people actually played it. I go through periods where I reinstall it, and play a bit of it… get my fill… and then wander off again because there is literally no reason to keep playing it after that point. The devs announced to the community/influencer groups in March 2023 that they were not releasing any more content for the game. So it is effectively a “dead” game at this point.

This is a case where you can get all of the fundamentals of this sort of game right, and release a technically proficient and at times phenomenal game experience but if you don’t have the follow-through support the game will flounder. The looter shooter and ARPG genres are all about nailing a release cadence and by publically announcing from the start that there was no “Live-Service” they sort of shot themselves in the foot. There are just certain genres that NEED to be a Live-Service with releases after the sale in order to survive. We’ve seen this backlash against that sort of game, but mostly in genres that did not need to have a cosmetic shop or carefully timed content drops. We are currently dealing with one of those games right now with the Suicide Squad, which everyone seems to wish was just another Arkham game… but instead attempted to be something akin to the Avengers.

Outriders though had everything aligned to be a great game that would grow over time… it had all of the hooks that could have supported a reasonable microtransaction shop in order to fund the development. Instead, it gets added to the list of games that should have worked… but never quite did. I will always lament the death of Anthem in a similar vein, but Outriders was way more technically competent than Anthem ever was and still could not quite make it. All of this said, if People Can Fly came out tomorrow and said that they were making an Outriders 2, and this time it would be given all the support that the first game deserved… I would be there and ready to go. That however is never going to happen because I think Square Enix has a bad taste in its mouth over how Outriders performed, and the IP lives in that murky territory of having too many cooks in the kitchen that would need to sign off on a sequel.

Anyways! I will always have a special place in my heart for this game. If you’ve never played it, it is probably super cheap on every platform it was released on. It is worth a gander because it is doing a lot of interesting things.

Faces of Bel Revisited

Yesterday I went down a bit of a rabbit hole. It started simple enough with a post from Ricki Tarr who posed a question like they often do, this time about your preference for video game characters. This led to me sifting through directory after directory of screenshots compiling “evidence” and eventually making a post in the thread. The question posed is not quite as simple of an answer as you might think. Truth be told I am not exactly sure how I ended up in this situation because it wasn’t always like this. I guess I should stop stalling and just get into the meat of the discussion.

When confronted with the character creation screen of a new video game… I create the same character over and over and that character is named “Belghast”. Yesterday I assembled this collage of 28 characters that I have played in various games and how they all mostly align to the same features. Given the choice my character will be light-skinned, have jet black or at least dark hair… occasionally gray if the black shader looks goofy, either a full beard of a goatee, and some sort of facial scarring preferably over one of the eyes if that is an option. Creating this character comes as naturally as anything else at this point, and I can pretty much chip away at the system and reveal the inner “Belghast” quickly.

When a game has a fixed character but allows for customization options… I will generally speaking lean towards bringing out the inner Belghast in that character as soon as possible. For example here are two screenshots from two different games, and in both, I have adapted the character that I am forced to play into as close of a reasonable facsimile of “Belghast” as I can. The piece that I have not really understood and continue to not… is how I landed on this particular vissage. On some level it is the idealized version of what I actually look like. I have brown hair instead of black, but I’ve always fancied black hair. There was a period in the past where I was super into The Punisher and one year for Halloween I dyed my hair black with that awful spray paint style temporary color and I think maybe I liked it enough for it to have embedded itself into my psyche.

I’ve often assumed that deep in my subconscious there is an action hero from my childhood that looked like this, and I just keep adapting my characters to that model that I imprinted upon. Thing is “bearded” punisher is a thing that did not exist during the time when I was actively reading that comic. He was a clean-shaven man of many guns… and of note, I was into Punisher in the 90s, before the facists decided to co-opt his branding. I was also really into Nick Fury, Wolverine, and Cable… so maybe this character that I landed on is a bit of an amalgam of all of those. There is also Chuck Norris but weirdly I was never into his martial arts movies in a big way. I saw more than my fair share of them as would any pre-teen/teen growing up in the 80s/90s but it wasn’t a big deal for me so I doubt it came from there.

Generally speaking my success at adapting to a video game is directly related to how good of a “Belghast” I can create in it. Sometimes I can’t and in those scenarios, I often create a female character. The thing there is that I want to be able to create something “beefy” and heavily armored. This is something I struggle with endlessly with games adapted from the Chinese or South Korean markets because they tend to feature hairless pretty boys and dainty waifs. Sometimes I just play female characters for a break and I am going to use an example from Diablo IV as the sort of character that I tend to create when given access to a character generator. I’m also highly partial to the female orc models from World of Warcraft because they are “Stronk” and battle-ready.

When none of these options really feel right… I sometimes play something inhuman. For example, when Destiny launched there was nothing available but clean-shaven characters, so instead I went for the robotic Exo. In ArcheAge I could not create a character with a decent beard, so I wound up rolling a cat person. I think more than anything that beard is probably the most important element. I get grumpy when a game has a weak beard game or the only beard options are “peach fuzz” stubble. I don’t mind a trim beard and I can get by well enough with something like that. Lately, I have created characters with pretty bushy beards in part because I kind of miss my own full beard. At some point, I switched back to a trimmed goatee/mustache combo and I keep contemplating growing back the full treatment.

This is a post that zero people asked for, but sometimes that is what happens. For those who are curious… here is a quick rundown of the games all of the collage shots came from. In a top left row by row to bottom right order:

  • Dragon Age Inquisition
  • Cyberpunk 2077
  • Outriders
  • Phantasy Star Online 2
  • Guild Wars 2 my Necromancer
  • Red Dead Redemption 2
  • Wildstar
  • Guild Wars 2 my Warrior
  • Elder Scrolls Online
  • Starfield
  • Final Fantasy XIV aka Lala Bel
  • New World
  • Baldur’s Gate 3
  • World of Warcraft
  • City of Heroes
  • Enshrouded
  • Diablo IV
  • Dark Age of Camelot – The First Belghast
  • DC Universe Online
  • Fallout 76
  • Landmark
  • Monster Hunter World
  • Neverwinter
  • Skyforge
  • Star Wars the Old Republic
  • Secret World
  • Hellgate London
  • Fallout 4

I hope yall have a wonderful week and tomorrow I will probably post something a bit more meaningful.

AggroChat #466 – When Crowd Control Mattered

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen

Hey Folks! It has been a few weeks since we recorded a normal show and I think we had a bunch of conversation in us waiting to get out.  As a result, we recorded a bit longer than we should have but that is okay! We talk about Celeste 64 and that sort of gameplay translates to a very Mario 64 inspired game.  From there Kodra shares his experiences with Songs of Conquest a game that is very much a nostalgic continuation of the Heroes of Might and Magic Series.  Bel and Kodra talk about their experiences with the other new survival early access game Enshrouded and how it is shockingly complete, and really just needs polish. From there we dive into the mail topic of the show where we discuss City of Heroes and how it is this perfect snapshot of the best of MMORPGs before World of Warcraft changed everything.  Finally, Bel actually completes his four voidstones in Path of Exile and talks about what a difference a dedicated bosser makes.

Topics Discussed:

  • Celeste 64
  • Songs of Conquest
  • Enshrouded
  • When Crowd Control Mattered
    • City of Heroes
    • The World before Warcraft
    • No Daily Chores is Refreshing
  • What a Difference a Bosser Makes
    • Bel Kills POE Bosses

Losing a Player House

Whelp friends… I screwed up. November, December, and January were exceptionally busy months for me. At some point during that time I was only saved from the repo man by my friend Sol who happened to pop into my house and see that it was set for demolition. She unfortunately could not save me this time, and last night someone on Gamepad posted about the monthly routine of logging in and checking on the houses… which prompted a panic moment. I checked the email bound to that account from bed only to find out that my house in Final Fantasy XIV was repossessed on January 15th. So I had screwed up royally and cost myself my “perfect” house as a result. Weirdly I am not as devastated as I thought I would be. The big reason why this happened is that my FFXIV account is bound to an account that I do not check on regularly and apparently went over two months without logging into it.

On some level, my house was an attempt to capture the magic of a specific time and place when the game was super engaging for me. Our original Free Company house was Mists number 13, and when I was able to get that I thought maybe it would unlock an attachment to the game that I had been missing. It did not. Sure I spent a bit of time obsessing over housing details, but quickly I abandoned that project for more exciting things and my poor house sat for a year with only the most sparse decorations. I thought maybe it would ground me into the community… but in truth, the neighborhood was in was pretty dead. On the day a bunch of us got houses it was pretty hopping, but in each return visit, I saw pretty much no one.

On some level buying a house was like trying to buy my way back to a place and time shrouded in the deep past. This was taken from our old FC house, and our old Neighborhood… with the lively folks that were so community-oriented that we had a neighborhood linkshell. Truth be told… of that old crew of players the only one that I ever talk to on a regular basis is Ayla who is the miquote pictured above. Most of the other folks in that neighborhood are no longer even on Cactuar and have migrated off to other servers. Our Free Company also is nowhere near as active as it used to be. So the game just does not feel the same. I thought maybe owning the same plot of land would rekindle some of those feelings and it maybe did for a short period of time… but not long enough to keep me active.

The other truth is that I have changed. I am just not as interested in MMORPGs as I once was. Recently I returned to World of Warcraft after over two years away from it… and while I had quite a bit of fun for a few weeks I am already on my way out of that game as well. I leveled to the cap, then decided that there really wasn’t anything else that I wanted to do and wound up bouncing hard. This has been the case with FFXIV and the post-Stormblood expansions. I show up… have a lot of fun leveling through the main story quest, and then bounce shortly after hitting the level cap and doing some rudimentary gearing. I am not sure why I changed, but I most definitely did. So while I could be bitter about losing my housing plot and the money that I laid out in buying stuff for it… but in truth, I just can’t seem to muster much ire other than a “well shit”.

Truth be told… I think I am okay with this. Having my own housing plot really didn’t bring me much more happiness than having unfettered access to the Free Company plot does. The biggest change is that I stopped seeing a lot of the familiar faces from Shriogane that I had come to know, like the folks who lived across the street from our Free Company. I had thought if I ever lost the house I would decide that I was “officially done” with the game, but in truth, I am finding it doesn’t really matter that much one way or the other. I am way more attached to my Hideout in Path of Exile than I ever was to the housing plot that I purchased a little over a year ago. Maybe whoever buys the plot will be happier with it than I was. Maybe it will be the act that binds them to the game and makes the feel part of something. Maybe a fledgling Free Company will use it as a base of operations for many fun adventures. I am okay with letting it go, mostly because I have to be. It was my own damned fault and my own lack of focus that caused it.