Outcast, released in 1999, was a pioneering third-person action-adventure game that offered an expansive open-world experience at a time when such games were a rarity.
Its ambition was evident in its attempt to blend exploration, combat, and interaction within an alien world, Adelpha, which players could traverse atop a twon-ha (akin to a space ostrich). The game drew inspiration from various sources, including Stargate and the works of Edgar Rice Burroughs, creating a unique blend of science fiction and adventure that predated even the likes of GTA3 by a couple of years. Despite its ambition, Outcast was held back by its reliance on voxel technology, which, while innovative, resulted in a game that looked dull compared to its contemporaries that utilized the then-new GeForce 256 graphics cards.
The protagonist, Cutter Slade, is a stereotypical action hero whose wisecracks and interactions with the indigenous Talan people add a layer of charm to the game. The Talan’s distinct personalities and the game’s rich lore make exploration and interaction rewarding, despite the initial overwhelming barrage of alien terminology. However, the game’s voxel-based engine, while unique, made the terrain less visually appealing compared to polygon-based games of the time.
Outcast launched a revolutionary AI among other technical innovations.
############AI System
Outcast was ahead of its time with its AI, utilizing a proprietary engine codenamed GAIA (Game Artificial Intelligence with Agents). This system allowed for a distributed intelligence across autonomous routines or “agents,” which could use skills like hearing and sight to complete tasks. These agents could interact and even compete with each other to accomplish complex tasks.
###########Orchestral Score
The game featured a high-quality orchestral score composed by Lennie Moore, performed by the Moscow Symphony Orchestra and choir. At the time, orchestral scores in video games were rare, making Moore’s work particularly notable.
###########Technical Firsts
Outcast introduced several technical innovations, including the first implementation of bloom lighting, depth of field, keyframe animation, procedural animation, and relief mapping in a video game. It also featured advanced lens flare effects.
######Open-World Exploration
Players control Cutter Slade in a third-person or first-person view, exploring the alien world of Adelpha. The game allows for a high degree of freedom, with the ability to walk, run, jump, crawl, and climb. Players can move to any region of Adelpha through travel gates known as daokas and use teleport beacons for instant movement within regions.
#######Voxel-Based Graphics
Unlike many games of its era that relied on polygon-based graphics, Outcast used voxels to create its world. This choice was both innovative and a limitation, as it made the game less visually appealing compared to its contemporaries that utilized newer graphics technologies.
######Critical Acclaim
Upon its release, Outcast received critical acclaim and was named the “Adventure Game of the Year” by GameSpot in 1999. Despite its success, a planned sequel, “Outcast II: The Lost Paradise,” was never completed due to the bankruptcy of Appeal.
#######Remastered Version
In 2014, Outcast was remastered as Outcast 1.1, following the original developers’ reacquisition of the franchise’s intellectual property. This version aimed to make the game more accessible on modern systems while preserving the original experience.
############Sequel and Remake
A remake titled “Outcast: Second Contact” was released in 2017 for Windows, PlayStation 4, and Xbox One. Additionally, a sequel, “Outcast: A New Beginning,” is scheduled for release, promising to build upon the legacy of the original game.
### Outcast 1.1 (Enhanced Version)
Outcast 1.1, an enhanced version of the original game, was released to make the game more accessible on modern systems. This version was recompiled from the original source code and introduced several improvements, including a multithreaded voxel renderer for better performance, software bilinear filtering on polygonal meshes, high-resolution sky paintings, and a revamped launcher. It also added native support for Xbox and direct input gamepads, making the game more user-friendly. These enhancements aimed to preserve the original experience while updating the game to run smoothly on contemporary hardware.
Despite these improvements, Outcast 1.1 did not fundamentally alter the game’s core mechanics or graphics. The combat system, for instance, remained “kludgy” and unlike any shooter before or since, preserving the game’s unique but somewhat outdated gameplay experience. The enhancements focused more on performance and accessibility rather than a complete graphical overhaul, which was a point of contention for some players expecting a more significant update.
Outcast and its enhanced version, Outcast 1.1, stand as testaments to the ambition and creativity of late ’90s game development. The original game’s expansive world, rich lore, and unique voxel-based graphics set it apart from its peers, despite its graphical limitations and the awkwardness of some of its mechanics. Outcast 1.1 sought to bring this classic to a new audience, improving performance and compatibility without altering the essence of the game. While it may not have received the full HD remake that fans might have hoped for, Outcast 1.1 serves as a bridge between the past and present, offering both new players and nostalgic fans the opportunity to experience one of the more unique titles in the history of open-world gaming.