History VideoGame / Outcast

30th Apr '15 11:54:55 AM nombretomado
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A surprisingly, amazingly good third-person adventure, '''Outcast''' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely called "voxels"[[labelnote:*]]actually "a height field with some software raycasting"[[/labelnote]] to generate a wide-open, go-anywhere play world... just when 3D accelerators based on rendering polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno or rock was almost required on any game's soundtrack.

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A surprisingly, amazingly good third-person adventure, '''Outcast''' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely called "voxels"[[labelnote:*]]actually "a height field with some software raycasting"[[/labelnote]] to generate a wide-open, go-anywhere play world... just when 3D accelerators based on rendering polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit [[UsefulNotes/GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno or rock was almost required on any game's soundtrack.
25th Jan '15 8:54:22 AM Dinjoralo
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A surprisingly, amazingly good third-person adventure, '''Outcast''' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely considered "voxel" (actually "a height field with some software raycasting") to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack.

to:

A surprisingly, amazingly good third-person adventure, '''Outcast''' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely considered "voxel" (actually called "voxels"[[labelnote:*]]actually "a height field with some software raycasting") raycasting"[[/labelnote]] to generate a wide-open, go-anywhere play world... just when 3D accelerators based on rendering polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno or rock was almost required on the any game's soundtrack.
21st Dec '14 12:20:01 AM Alhazred
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Now sold on Good Old Games, if you missed out the first time around.

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Now sold on Good Old Games, [[http://www.gog.com/game/outcast GOG]] and [[http://store.steampowered.com/app/336610 Steam,]] if you missed out the first time around.around. With the digital releases, the game was updated to run smoothly on modern-day computers with higher resolutions, an improved HUD and gamepad-friendly control options.
14th Sep '14 9:51:14 AM ZemplinTemplar
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* AttackAttackAttack: Averted. The enemies would attempt to flee if they were losing the battle hard enough

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* AttackAttackAttack: Averted. The enemies would attempt to flee if they were losing the battle hard enoughenough.
* AwesomeMcCoolName: Come now, ''Cutter Slade''.
12th May '14 7:00:53 AM SeptimusHeap
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* NoHeroDiscount: The Talan believe you're TheMessiah, prophecised to save them from tyranny. This doesn't stop a group of identical merchants, all brothers, from selling your own equipment to you in an attempt to prove to their father that they can make enough money to inherit the family business

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* NoHeroDiscount: The Talan believe you're TheMessiah, a Messiah, prophecised to save them from tyranny. This doesn't stop a group of identical merchants, all brothers, from selling your own equipment to you in an attempt to prove to their father that they can make enough money to inherit the family business



* [[spoiler:StableTimeLoop]]: [[spoiler:Kauffman and Xue end up in Adelpha a few decades before the probe, Cutter or Marion do. In the decades between, Kauffman becomes the prophet Kazar and predicts the arrival of Cutter, [[TheMessiah the Ulukai]]; Xue becomes [[BigBad Fae Rahn]], has Kazar [[strike:killed]] "reverted", and then ends up sending one of his soldiers to damage the probe when it finally arrives.]]

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* [[spoiler:StableTimeLoop]]: [[spoiler:Kauffman and Xue end up in Adelpha a few decades before the probe, Cutter or Marion do. In the decades between, Kauffman becomes the prophet Kazar and predicts the arrival of Cutter, [[TheMessiah the Ulukai]]; Ulukai; Xue becomes [[BigBad Fae Rahn]], has Kazar [[strike:killed]] "reverted", and then ends up sending one of his soldiers to damage the probe when it finally arrives.]]



* TheMessiah: Cutter is seen as this to the Talan.
26th Apr '14 3:21:54 AM NTC3
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A surprisingly, amazingly good third-person adventure, ''Outcast'' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely considered "voxel" (actually "a height field with some software raycasting") to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack.

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[[quoteright:344:http://static.tvtropes.org/pmwiki/pub/images/outcast_pc_image_1561.jpg]]
A surprisingly, amazingly good third-person adventure, ''Outcast'' '''Outcast''' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use unusual rendering method widely considered "voxel" (actually "a height field with some software raycasting") to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack.


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* ArtificialBrilliance: The game featured extremely advanced AI for its day. The enemies would attempt to flank the player, hide themselves behind cover (though without ''VideoGame/GearsOfWar'' sticky cover), call for reinforcements and flee if they felt completely outgunned.
* AttackAttackAttack: Averted. The enemies would attempt to flee if they were losing the battle hard enough
8th Apr '14 5:54:16 PM JoelTheB
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[[WhatCouldHaveBeen A sequel was planned]], but before development could really get off the ground, [[AuthorExistenceFailure the company went bankrupt]]. [[http://outcastii.free.fr/www/eng/index_eng.php This website]] preserves what little remains from the original sequel's development materials, including a [[http://outcastii.free.fr/www/main/focus/OC2_1st_Script.pdf design doc draft]]. A fan-made, open source sequel entitled ''[[http://www.openoutcast.org/wp/ Open Outcast]]'' is currently in development by a group of enthusiasts. However, in July 2013 the original developers bought the license back and stated that they'll soon start developing Outcast 2. CueTheFlyingPigs.

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[[WhatCouldHaveBeen A sequel was planned]], but before development could really get off the ground, [[AuthorExistenceFailure the company went bankrupt]]. [[http://outcastii.free.fr/www/eng/index_eng.php This website]] preserves what little remains from the original sequel's development materials, including a [[http://outcastii.free.fr/www/main/focus/OC2_1st_Script.pdf design doc draft]]. A fan-made, open source sequel entitled ''[[http://www.openoutcast.org/wp/ Open Outcast]]'' is currently in development by a group of enthusiasts. However, And in July 2013 April of 2014, several of the original developers bought devs started a Website/{{Kickstarter}} [[https://www.kickstarter.com/projects/outcast-reboot-hd/outcast-reboot-hd project]] to fund an HD remake of the license back and stated that they'll soon start developing Outcast 2. CueTheFlyingPigs.
first game, with eventual hopes to develop a sequel.
24th Nov '13 11:52:38 AM Chentzilla
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A surprisingly, amazingly good third-person adventure, ''Outcast'' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use voxel rendering to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack.

to:

A surprisingly, amazingly good third-person adventure, ''Outcast'' was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use voxel unusual rendering method widely considered "voxel" (actually "a height field with some software raycasting") to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the [[GraphicsProcessingUnit GPUs]] available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with {{Excuse Plot}}s became popular. It had a full orchestral -- and we ''mean'' orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack.
24th Aug '13 5:41:33 PM ActualScientist
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* BegoneBribe: The only way to get the [[DreadfulMusician street musicians]] in Okriana to shut up.
4th Jul '13 8:05:25 AM Grobi
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[[WhatCouldHaveBeen A sequel was planned]], but before development could really get off the ground, [[AuthorExistenceFailure the company went bankrupt]]. [[http://outcastii.free.fr/www/eng/index_eng.php This website]] preserves what little remains from the original sequel's development materials, including a [[http://outcastii.free.fr/www/main/focus/OC2_1st_Script.pdf design doc draft]]. A fan-made, open source sequel entitled ''[[http://www.openoutcast.org/wp/ Open Outcast]]'' is currently in development by a group of enthusiasts.

to:

[[WhatCouldHaveBeen A sequel was planned]], but before development could really get off the ground, [[AuthorExistenceFailure the company went bankrupt]]. [[http://outcastii.free.fr/www/eng/index_eng.php This website]] preserves what little remains from the original sequel's development materials, including a [[http://outcastii.free.fr/www/main/focus/OC2_1st_Script.pdf design doc draft]]. A fan-made, open source sequel entitled ''[[http://www.openoutcast.org/wp/ Open Outcast]]'' is currently in development by a group of enthusiasts.
enthusiasts. However, in July 2013 the original developers bought the license back and stated that they'll soon start developing Outcast 2. CueTheFlyingPigs.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Outcast