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Outcast (PC, 1999)

Outcast (PC, 1999)

Subgenre: 3D Open World Action Adventure/ARPG-ish (dialogue trees, trading, reputation system, some large cities, basic crafting of weapon ammo (give found materials to smiths and they'll do it for free), some moral choices (the thief), various fetch quests)


Perspective: TP View (optional FP view)


​Movement Mechanics: Underwater swimming


Other: Talanzaar and Shamazaar are partial hub areas, One animal mount

  • Non-linear structure with soft gating in the form of enemies and money (sometimes way too much to deal with in your current state; can take on a variety of different quests in any order in each area, warp gates/gateways (daokas) connect the different sub areas - Talanzaar is a hub of sorts as it connects to three other areas (not Ranzaar/the first village and not Okaar which you get to via Okasankaar; Shamazaar also connects to three other areas but two of the gates are in an enemy temple and lead to soldier camps in other areas), Static difficulty so if you for example went past Shamazaar and then back it will be pretty easy

  • Save anywhere (9 nameable slots and it shows a screenshot from where you saved+date but not exact time - pretty limited name lengths though and in-game you can't see the dates, can't be near enemies or "energy"), HP restoration from Shamaz/priest NPCs - one per area

  • Few movement/traversal abilities gained (progression is generally quest driven with some puzzles here and there, can use invisibility (PPS) to solve some problems in an alternate way, need to use certain weapons to get past certain obstacles at a few points (seems optional besides using a gun on the symbol wheel at one point), can use explosives as an alternate method to remove certain doors, can ride a certain animal (Twôn-Ha - similar to a camel or ostrich, have to buy it first) - can't climb the short but steep terrain in Shamazaar for example but can jump over it while riding a Twon-ha (optional), oxygen tank items let you stay longer under water)

  • F-link/teleporter beacons (they work like the one in Flashback and are found in the second area, you can use 3+ to teleport back and forth between several locations, can only be used within the same sub area)

  • Quest log ("note pad"; automatically summarizes quests though in some cases important info is missing) and lexicon features (while NPCs speak english they also use many made up terms which are translated here)

  • Pretty detailed mini-map for sub areas (zoomable, shows layout with color coded terrain types and creatures in 2D (neutral creatures are yellow, NPCs blue and enemies red), semi-transparent, no topography (see Hunter or Virus)) and compass (top of HUD), Scanner/advisor feature (notifies you of nearby items - Metal Mutant and Saboteur)

  • Control config (including camera movement speed/mouse sensitivity)

  • Can raid enemy supply convoys to make the outposts in the same area weaker over time

  • Basic stealth element (decent but can't cling to walls or lean around corners)

  • Upgradeable weapons in a sometimes unusual way (automatic pistol (UZA-SH/Tracer) rate of fire+added ricochet, rocket launcher (HAWK-MK8/Perforator) rocket and load speed, mine launcher (LN-Duo 500) has different triggering methods (lvl 0=proximity mine/lvl 1=timed/lvl 2=on impact, flame thrower (FT-74) delay and reach)

  • Can climb buildings (via ledges) and jump across rooftops in cities

  • Makes you feel vulnerable by trapping you and temporarily removing all but the first gun at one point

  • Shows your completion percentage before the staff roll

  • Some fall damage - even from fairly short heights

  • Unlimited carry capacity for ammo and consumable items

  • No difficulty options

  • Minor sequence breaking possibilities (more using glitches)


Playthrough - Mini Review



Influenced by: Probably Flashback, possibly Ultima Underworld or System Shock, Daggerfall, SW: Dark Forces 2 or Tomb Raider series


Influenced: Possibly Shenmue, Fallout 3, GTA 3

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