If you've been playing fantasy RPG Outward, it may have come to your attention that there are some pretty cool and unusual items—weapons, backpacks, and armor sets—hiding out there in the world. Seeing as how that world is an extremely dangerous one, many of those items are extremely difficult to come by. There is, however, one very cool secret item that is easy to get your hands on, and best of all you don't need to risk your neck to acquire it.
There's a skeleton costume you can wear in Outward—not some cheap Halloween outfit but one that makes you look like a real damn skeleton—and it's hidden right there in Cierzo, the safe little town you start in. All it takes is a little rooftop exploration.
Start at the Blacksmith's shop. You'll see that you can climb onto his roof by running up the angled wooden beams next to his shop. Use the steps next to his work area to get started, then sidle over to the very edge and you'll be able to wiggle your way up to the roof.
On the edge of the second rooftop overlooking the ocean, you'll see some bones:
This is Merton's Ribcage. Grab it, and your new costume is halfway done.
Next, head to Helen Turnbull's place—she's marked on your map, the woman who will buy unusual items like the mushroom shield you may have found in Blister Burrow.
You can climb onto Helen's roof too, though it can be a bit tricky getting all the way to the top—I had to do some creative rolling and it still took me a few tries.
Behind the second chimney you'll find Merton's Skull. Now you're all set for some skeleton cosplay. Just equip Merton bones and you'll look like an actual skelly.
The skeleton costume looks great, but unfortunately doesn't give you any protection whatsoever, so I'd probably advise against going adventuring around while wearing it. The costume mostly feels like the developers of Outward knew players would mess around trying to get onto people's rooftops—tricky in a game that doesn't let you jump—and put this fun little surprise up there to reward the most persistent players.
But it's a cool item to have, and the only one I can think of that doesn't put you in mortal peril to acquire. Plus, you could probably freak out your co-op partner by putting on the skeleton outfit when they're not looking! (Unless they've already found it for themselves.)
Just a few days ago I was praising fantasy RPG Outward for constantly auto-saving your progress to make your choices meaningful. If there's no reloading a past save, it adds weight to the decisions you make and the situations you wind up in. There is a big downside, though, as I found yesterday when I got stuck somewhere. Not stuck on a quest or a puzzle—I mean my character got literally stuck in some world geometry. Being unable to reload a past save suddenly didn't seem so wonderful.
I was running around attempting to find a bandit hideout in the Marshlands—there are no quest markers in Outward, so often quest-givers will just tell you a general area to look and you have to go hunt around. After a lengthy trek across the map and a lot of exploring around some cliffs, I slid down the side of a small hill and got myself wedged behind a stone wall. And there I stayed. I was trapped in the sliding animation, which meant I couldn't run or roll myself out of the spot, and there's no jumping in Outward. I couldn't activate skills or spells or use items in my inventory. I was just wedged in place, only able to float a little to the right or left.
This uh... sucks. Big time. In a game with a traditional save system, at least you'd be able to reload if you wound up in a situation like this, but in Outward you can't. Quitting the game and relaunching just reloaded me in that exact same spot. I couldn't join a friend's game (Outward has co-op) and while he was able to join mine, he appeared right where I was, so we were both stuck there.
I decided to wait and just leave the game running until I died of thirst, hunger, or exhaustion, but as those meters gradually emptied (after about two real hours) I was still alive. Maybe it's because I was stuck in that sliding animation, but my health never dropped and I didn't collapse even with my hunger, thirst, and sleep all zeroed out. So don't even bother trying to just wait it out.
Here's what you should do instead. There are separate saved games in Outward, and you can find them by navigating to the game's folder. On Steam, you'll find them here:
Steam > steamapps > common > Outward > Savegames
In that location, there should be a folder called... well, it's just a bunch of numbers. And in that numbered folder, you'll find a folder for each of your characters, unfortunately not listed by your character's name but instead by a bunch of letters and numbers.
This made it a bit tricky since I'd played both of my characters the same day I got stuck. But by noting the times the folders were created, you should be able to tell which folder belongs to which character.
In any case, make a copy of all of your saves somewhere (like on your desktop). Then delete (or remove) your most recent saved game from the save folder in the game files. That will make your last save before you got stuck your most recent one, and when continuing your game you'll be moved back to a time in your game before you got stuck.
Annoying! Deeply annoying—both getting stuck in the game world and having to dig around in files just to fix the issue. It's a lot of work you shouldn't have to bother with, and hopefully there will be some patch in the future to address the issue of players becoming stuck. I know from searching the forums I'm not the only one this has happened to.
Outward is the first game I ve played to capture a feeling I remember from childhood. Waking up so early it’s still dark outside, and being wide-eyed with wanderlust. I ve always loved the hour before dawn, simultaneously blessed with twilight tranquility and electric with promise. It feels like stealing something from the sun, enacting some celestial heist to gain a foothold on the day. In this survival RPG, it s the perfect time to start a journey.
My time in Outward, Nine Dot Studios' sandbox RPG, has been full of entertaining disasters. I've managed to achieve little of note, but I have been beaten up and kidnapped by wolves, beaten up and kidnapped by bandits, forced to fight for my captors' amusement, and then I was kidnapped by wolves again. A big lobster electrocuted me once, too. All in all, it's been a fun misadventure. Until I tried to play with another human.
Co-op has been touted as a big feature ever since it was announced, and it's such a wonderful emergent storyteller that it's exactly the sort of thing you'd want to share. Outward has local split-screen and online co-op, but for a lot of players, attempts to play online ended in frustration and failure. Luckily, today's patch aims to fix that.
Last night I spent the entire time troubleshooting our inability to play together, but every attempt to find a game came up empty. The issue was exacerbated by the online co-op system being as barebones as it gets. There's no game list, no menus and definitely no frills. The host types the name of the game into a text box, and then the guest types that same name. It should connect the pair, though it wasn't until the patch.
Chris is working on his review and had better luck playing with Wes. It took them a few tries, but eventually they were able to play together without further issues. Hopefully I'll have better luck not getting kidnapped by wolves tonight.
Take a look at the full patch notes below.
It's weird to think of it like this, but my character in Skyrim, the legendary Dragonborn, over hundreds hours of adventure, never once died. Technically, I mean. In reality he died a number of times, but I could always erase those deaths by reloading my last save. From a roleplaying standpoint, according to my character's actual written history (if there were such a thing), my Dragonborn never lost a fight. Never failed a quest. Never messed up. Never died. He is the perfect hero, undefeated.
I can't say the same of my character in fantasy survival RPG Outward. Like my Dragonborn he's never died, but that's only because you can't die in Outward. The RPG auto-saves your game constantly so you can never rewind time and reload an earlier save. And when you're defeated in combat, you're not killed but instead you wake up somewhere else on the map.
If this doesn't sound entirely appealing, I totally get it. I didn't like the sound of it myself before I started playing. But I've come to appreciate the auto-save and never-die systems and how they work hand-in-hand to stitch together a long, unbroken story for your character that retains not just your victories but also your failures.
At the Game Developers Conference in San Francisco last week, I talked with Guillaume Boucher-Vidal, creative lead on Outward and CEO of developer Nine Dots Studio about this unusual system in Outward and how it came about.
"When playing RPGs one of those things that remind me it's a game is that I always knew I could go back [and reload a save]," Guillaume said. "And so the story that kind of emerged from that is: you never fail."
Just like my undefeated Dragonborn. But failure can be what makes a journey interesting: Guillaume compared playing an RPG to running a game studio, where you sometimes make wrong turns and wind up making choices you regret—but those mistakes teach you something along the way. "You fail your way to success," as he put it.
In order to make choices in Outward important and give them weight, the game saves your progress constantly while you play. When you make a choice, you have to live with it, be it buying an expensive item, choosing a dialogue option in a quest, aligning with a faction, learning a skill from a trainer, or getting into a fight. Being unable to rewind to an earlier save presents a design challenge when you lose a fight, however.
"I was thinking, if [Outward is] saving [your progress] all the time, we just needed to come up with a solution for what happens when you're actually defeated." The decision was to implement defeat scenarios— when you lose a fight you'll be captured by a foe, or dumped outside a dungeon, or rescued by a benefactor and wake up next to a campfire or inside the walls of a nearby city. But you don't die.
As I play Outward I've been finding that these defeat scenarios contribute a bit more to the story of my character than simply reloading a save and trying something different would. For example, there's a bandit chief in Outward, who I first met by accident—after getting a bit lost on the map I walked into a castle, thinking it was actually the entrance to the city I lived in. It wasn't. It was a bandit fort. The bandit chief mocked me (using sarcasm, the bastard), captured me, and threw me in the dungeon where he was running a forced labor mining operation. It took a lot of work but I eventually managed to reacquire my loot and escape by leaping into a pit, eventually washing up on shore, bruised, confused, freezing... and with a healthy grudge.
Later in the game a quest came up to kill this very bandit leader, and I was thrilled to accept it considering my treatment at his hands earlier. I marched back into the fort and challenged him, and he (and his bandit goons) managed to beat me unconscious. Once again, I was thrown into his prison. It took another escape, and some extra preparation of potions and spells, but the third time I walked into that fort (a few days later) I managed to kill him.
We kind of wear our defeats with pride.
Guillaume Boucher-Vidal, creative lead
If Outward had a typical save game system, it's possible most of that never would have happened. Rather than take a half-hour to escape the first time I blundered into the bandit fort, I might have simply loaded my last save and avoided it altogether, thus never forming that scathing grudge I had against him. And rather than take a while to lick my wounds and regroup after my second defeat, I may have simply reloaded and tried it again immediately. Maybe I would have beaten him that time.
Instead, I have a history with this (dead) bandit chief, which first came from an embarrassing capture, then a humiliating defeat, and then, days later, a triumphant victory. That chief was the first real tough guy I ever took on, and it's still a strong memory—and a legitimate part of my character's story—because of how Outward works.
"We kind of wear our defeats with pride," Guillaume said. "There's a story, like, this happened to me and this happened to me and this happened to me... but I am still here! That feeling is not something we see in a lot of games."
Outward is out now on Steam , on Humble, and on the Epic Store. We'll have a review of Outward in a few days. In the meantime, there's a launch trailer below.