Outland (2011)

Housemarque

Linux · Mac · PC (Microsoft Windows) · PlayStation 3 · Xbox 360

3.09 from 282 ratings

2396 members have it in their collection · 26 playing now · 1362 backlogged · 57 wish listed

How long? Main story 6h · with extras 9h (from 5 logged playthroughs)

An action platformer with a combat/interactivity system based on polarity, Outland focuses on a hero who can switch between light and dark forms, an ability he'll need to exploit in order to destroy monsters and avoid attacks. He'll take damage from opposite-colored bullets but will be impervious to those of the same polarity. He'll also only be able to control … Read more
An action platformer with a combat/interactivity system based on polarity, Outland focuses on a hero who can switch between light and dark forms, an ability he'll need to exploit in order to destroy monsters and avoid attacks. He'll take damage from opposite-colored bullets but will be impervious to those of the same polarity. He'll also only be able to control objects that match his polarity. By switching between forms, he will be able to solve platforming puzzles and crush enemies in this mysterious new land he finds himself in. Read less
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Release dates

  • Apr 27, 2011 (Worldwide) Xbox 360
  • Jun 02, 2011 (Europe) PlayStation 3
  • Jun 14, 2011 (North_America) PlayStation 3
  • Jun 14, 2011 (Worldwide) PlayStation 3
  • Sep 29, 2014 (North_America) Linux, Mac
  • Sep 29, 2014 (Worldwide) PC (Microsoft Windows)
  • Dec 22, 2014 (Worldwide) Mac

Related

Bundled in

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Featured in lists

Rating distribution

5 stars
12
4 stars
75
3 stars
128
2 stars
59
1 star
8
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Community All Reviews Statuses

maeday

Status maeday Apr 13, 2019

A while back I made the statement that OUTLAND is a neat little game, but after some time has passed, I think I can safely say that while it looks cool and plays well, there's NO substance here, and simply being 'neat' isn't the same as being 'good'. Yeah, it's interesting and it controls nicely and the aesthetic is cool …

Read more

A while back I made the statement that OUTLAND is a neat little game, but after some time has passed, I think I can safely say that while it looks cool and plays well, there's NO substance here, and simply being 'neat' isn't the same as being 'good'. Yeah, it's interesting and it controls nicely and the aesthetic is cool and all, but I have virtually no idea what's going on or where I'm supposed to be going at any point in time, and there's just not enough of a reason for me to be playing.

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maeday

Status maeday Mar 17, 2019

Sometimes there's nothing better than an interesting platformer with a cool visual aesthetic and really tight controls. This game is one of those. Got it for free on Steam like a year or so ago and haven't played much of it til now, but man is it rad.

SelfTeachingKings

Status SelfTeachingKings Sep 13, 2018

Better concept on paper?

Finished the game and I must say that I like many things about it. The action is snappy and fast. But I found myself getting annoyed by the main "hook" of the game more than liking it. I can't help but to think back to it as more of a hindrance on a fast game than …

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Better concept on paper?

Finished the game and I must say that I like many things about it. The action is snappy and fast. But I found myself getting annoyed by the main "hook" of the game more than liking it. I can't help but to think back to it as more of a hindrance on a fast game than an actual fun mechanic.

The problem with the bullet-hell thing is that it isn't as fun as it sounds. Especially highlighted by the final boss battle, there's a lot of just standing around waiting for openings of bullets to appear just so I could get a strike in. And I feel like many of the bullet-hell areas feel similar to this. Either wait for openings to appear or run through it changing at the nick of time between light and dark. There's an argument to be made about my ability to do the latter consistently, but it remains, it isn't really that fun. Even when fighting enemies and adjusting to their polarities, it just feels like more of a hassle, instead of a compelling combat tool.

I think the polarity system is cool, the implementation was varied, but not all of those variations led me to have fun. A lot of it felt done just because it was possible.

A decent game, probably extra fun in coop, which I didn't try.

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SelfTeachingKings

Status SelfTeachingKings Sep 10, 2018

Growing on me

I must say that after the first two, kinda slow areas of the game, the game starts picking up for me. It is NOT a game about exploration, even though it is sprinkled with some hidden walls and backtracking, the game is more about serious platforming-action, and when it does this it is at its best. …

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Growing on me

I must say that after the first two, kinda slow areas of the game, the game starts picking up for me. It is NOT a game about exploration, even though it is sprinkled with some hidden walls and backtracking, the game is more about serious platforming-action, and when it does this it is at its best.

The third area was joyous to play, mixing and matching all the acquired skills and alternating between tight platforming, combat and the minor puzzle-platforming that comes with figuring out big rooms.

  • Further abilities really help speed up the game.
  • My current upgrades don't change up the platforming that much, but clever and evolving level design components put what you already have to new uses.
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SelfTeachingKings

Status SelfTeachingKings Sep 9, 2018

The game feels a bit slow. Like I'm doing a whole lot of running and jumping and enemy killing but am not discovering enough things or getting enough upgrades. The platforming is nice and the concept is quite neat and shows a lot of potential. It starts out simple enough, but quickly it can become brain twisting, especially when needing …

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The game feels a bit slow. Like I'm doing a whole lot of running and jumping and enemy killing but am not discovering enough things or getting enough upgrades. The platforming is nice and the concept is quite neat and shows a lot of potential. It starts out simple enough, but quickly it can become brain twisting, especially when needing to fight multiple colored enemies under a constant barrage of different colored energy.

  • I think the game could benefit from a "Walk" button/toggle. The slow acceleration to start running make it difficult for minute bullet-hell dodging.
  • I'm currently wondering if Light and Dark will be used in more ways. Like if I will eventually get charged by the energies to perform special moves, or other things of that sort.
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