Death by a thousand Hutts.
If nothing else, I’ve had a wonderful time playing Sabacc.
When you’re out of tokens you’re out of the game; last player standing wins.
I could play it all day.
To strip it away isn’t like peeling off some old wallpaper to reveal the original brickwork.
It’s lifting up the carpet to find a whacking great hole in the ground.
It’s a great shame, because there are some nice ideas here.
This is good - Star Wars is a family franchise!
Beyond the city is Toshara’s large-ish, predominantly empty open world.
Except they also don’t.
Let’s stick to exploration first: platforming in Star Wars Outlaws is everywhere, and it’s dire.
Again, there are just a couple of these, and again, they tire quickly.
Casual unarmed brutality aside, there are more pressing issues.
There are also many air vents - many, many air vents - for you to squat in.
When the alarm does go off, or you just get bored, it’s gunfight time.
AI is again largely terrible here, with enemies often running around in seemingly random directions.
Shooting itself can, at times, be good fun however.
Do quests for them and the bar goes up.
Aside from the bluntness of the system, the consequences in general range from mild to non-existent.
There’s no true bearing on the story from what I can tell.
Kay Vess is as unchanging a character as I can remember.
Why does Kay want to land this score so badly?
The mistake Massive has made here is conflating a character archetype - scoundrel - with actual character.
The same struggles continue into the storytelling as a whole.
This is a heist story set amongst the seedy underworld of the galaxy.
Suite of visual options such as high contrast mode, menu narration, icon sizes.
Hearing preset for subtitles controls.
It lacks the linear polish and charisma of Uncharted.
A copy of Star Wars Outlaws was provided for review by Ubisoft.