Out There Chronicles [$2.99] is a good idea. Take the mysterious, interesting universe of the survival/resource management game Out There [$4.99] and create a gamebook in the same setting that helps flesh the background out. A boots on the ground view, so to speak. It’s even written by the same person that wrote the original game. The presentation is quite strong for a game of this genre, adopting much of the aesthetic of the core Out There experience, and it even attempts to incorporate a few of the mechanics, such as learning alien languages and trying to conserve resources. As a companion piece to Out There, it’s pretty neat. But while it’s good at evoking the feel of its parent, as a piece of interactive fiction, it leaves me a bit cold.
You play as Darius, a survivor of the Ark Europa who has been recovered by descendants of the people of Ark America. You’ve been in cryostasis for an incredibly long time, which makes a nice excuse for why other characters might need to lay the exposition on a bit thick. While the people of America found you, the rest of your people were nowhere to be found. Locating them is your first priority, but there’s another wrinkle in this tale. While the people of America have forgotten much of their history, your character remembers the sordid details of a raging war like they were yesterday. Without spoiling too much, Darius has a pretty hard time fitting in with the peaceful utopia of the new planet America.
I continue to appreciate the way Out There handles aliens in its universe. While it’s expedient for live action entertainment to make aliens resemble humans with minimal or no alterations, there’s no reason why games should have to stick to that custom. The only things that look and act like humans in Out There Chronicles are the humans themselves. The other aliens you meet cover a wide variety of appearances and mannerisms. You won’t be able to communicate with most of them until you learn some of the local language, and even then, you’re going to have to do some interpretation. The alien language ended up being one of my favorite things about this game. When an alien uses a word you don’t understand, you can ask for clarification. The alien will try to explain with body language or gestures, and then it’s up to you to choose which word you think they mean from a short list. Whatever you pick will be substituted in for that word from there forward.
While the overall plot and character work is interesting enough, Out There Chronicles fumbles with the nuts and bolts of its dialogue. Just on a technical level alone, there are a lot of typos and grammar errors compared to other efforts in the genre. The writing struggles to give each character their own voice, and while I don’t doubt some fans will appreciate it, the game has a tendency to drone on a little too long about the minutiae of the universe. I’m not sure what it says that I enjoyed the simple translated dialogue with the aliens more than anything any of the humans had to say. The text isn’t as enjoyable to read as it needs to be, and it drags down an otherwise well-written plot.
Out There Chronicles isn’t as cruel about that as those older games, at least. It saves as certain intervals and if you happen to get a game over, you’ll always be set back to a point where you can actually make a difference. This makes it easier to brute force the game, which will be a positive thing for some and a negative for others. There are a couple of situations where the correct answer is hard to suss out from the text, so I appreciated being able to just push my way through without worry occasionally. At the same time, it also made my decisions feel even less important than they already did. Knowing there is really only one route through the game and that you’re never at risk of losing any major progress essentially drains the tension and enjoyment from making decisions.
Is that enough? Well, I suppose it has to be. I don’t honestly think Out There Chronicles is going to please many from the usual gamebook crowd in its current form. The choices lack weight, and the game is a little too obvious about the rails you’re traveling on. Structurally, it plays out more like a rudimentary adventure game, asking you to exhaust all dialogue options to try to find the key to the next lock. The main plot is interesting and the characters seem to have had a lot of effort put into them, but the English text could really use a few more editing passes. Ultimately, I think it’s best taken as an extension of the original game, but I think I’d rather just play that instead.
Source: TouchArcade