Outland Message Board

Sign-in to post

Posted by Joystiq Aug 13 2012 19:20 GMT
- Like?
Two excellent side-scrollers will be yours tomorrow if you happen to be a PlayStation Plus member. Bloodrayne: Betrayal and Outland are the two latest additions to the "Instant Game Collection," the initiative announced at E3 to stuff your PS3 full of quality games for no additional cost beyond the price of membership.

The games will remain available to you once downloaded for as long as you have an active Plus account.

Posted by PlayStation Blog Jun 15 2011 16:01 GMT
- Like?

The day has finally come and we are ecstatic to have released Outland on the PlayStation Network. Many of you first heard of this platformer/Ikaruga mash-up when we first announced it at our Digital Day event last year and got a deeper dive when PlayStation.Blog’s Sid Shuman gave a quick preview from PAX East 2011.

The idea of the game is simple: you are following in the footsteps of an ancient hero looking to prevent the destruction of the world at the hands of the goddesses of chaos. However, mix in the polarity switching and you have one amazingly challenging game.

Housemarque, known for their work on Dead Nation and Super Stardust HD, has been receiving a ton of praise on Outland, including 1UP calling it “one of the best downloadable games this year”. Let’s take a deeper dive into the development of Outland:

Be sure to check out Outland now on the PlayStation Store. For $9.99, you can pick up a critically acclaimed platformer with epic boss battles and online co-op. Let us know what you think once you get your hands on our game!


Posted by IGN Jun 14 2011 21:29 GMT
- Like?
It's easy to argue that every video game we play, with rare exception, is derivative of a game that came before it. For Finnish developer Housemarque's newest game titled Outland, you could point to any number of titles released in the years before 2011 and say "Outland is like this, that and the ot...

Posted by Joystiq Jun 06 2011 06:30 GMT
- Like?
Hey, PS3 owners! Remember Outland? Remember how great that sounded, and how excited you were to buy it -- right up until the PSN disappeared for over a month? Well, now you can relive all the thrill of the leadup to Housemarque's colorful platformer, followed by an actual opportunity to buy it!

A post on the PlayStation Blog reveals that Outland, originally due for release right when PSN went down, is now scheduled for release on June 14. You should run, slide, and jump ... to the store to buy some PSN credit.

Posted by PlayStation Blog Jun 05 2011 18:01 GMT
- Like?

As we are now about to release Outland, I thought it would be nice to share some thoughts on developing the game, especially on its main feature, the “Ikaruga” polarity mechanic. Thinking about it almost two years later, it feels like we came about the concept easily and naturally.

5799414654_908be0a5c9_z.jpg

At the very beginning I had an idea on creating an action adventure platforming game that would give the player similar emotions and encounters I experienced when playing some of my favorite platforming games in the 80’s (Pitfall II, Jumpman Jr., Rick Dangerous etc. – see, I never had a NES). Early versions of Outland had a guy jumping, shooting and sliding around in a jungle environment. We expanded that basic gameplay by adding a special spirit mode that made the character move faster and cause more damage.

Our spirit mode, which we called the “Flow” mode, was one where you turned from a normal guy into a superhero; blue energy surrounded you and you were nearly invincible. We toyed around different variations of the concept, from having an additional boost mode, to having Flow sources/springs in the levels that would activate the spirit. Somehow the one-dimensional approach of the special power didn’t feel like enough. We decided on having some brainstorming sessions to further enhance the concept, but initially nothing caught on. Finally, during a weeklong meeting between Housemarque and Ubisoft, we started discussing applying Ikaruga’s mechanics to our 2D platforming, and Outland’s final concept was born!

5798866183_14834092d7_z.jpg

Once we set ourselves on changing the spirit power to be binary, we had a very good feeling about it. Even if there hadn’t been many platformers with a similar feature (Silhouette Mirage, we know of you), we knew we could get it working. Just after a few weeks of development we had a prototype running and it confirmed our beliefs. Now the task was to fit this polarity mechanic into our existing concept.

Before coming up with the binary concept, we had had concerns about shooting working with fast, acrobatic movement. Now, on top of that, we had the environment and enemies shooting complex volleys of bullets at you, and you were supposed to make sense of what you were avoiding and where you were going while aiming at enemies. In addition, shooting required us to use the second stick, which made switching between aiming and jumping quite cumbersome. And that wasn’t all. Animating a human character who can jump around walls and point his arm to any and all directions at the same time proved to be especially hard.

The decision to drop the projectile weapons and stick with a melee attack proved to be the right one. Controlling the character became easier and more straight-forward, and now the experience started to be more about player skill than the controls handicapping the game. The final debate we had before going into full production was to decide which way the player’s energies worked against enemies and items.

5533324023_860e82aac4_z.jpg

The development team was torn half between the same color hurting enemies versus the opposite color doing so. To me, it felt more natural to use the same color (for everything), but two specific things convinced us decide on the opposite. First, we realized we could get more diversity from players having to switch between modes when fighting enemies, jumping on colored platforms and absorbing bullets; also, all of those items being of alternate color looked better. Second, Ikaruga had also gone the ‘opposite’ route and that was good enough final confirmation for us.

One major thing we did differently from Ikaruga was the inability to hurt enemies of the same color. We tested different damage ratios between half damage and one sixth, but none of them made it clear enough that the player should switch alignments for stronger attacks. Ultimately, going full-on binary clarified gameplay and enabled us to create encounters where the intent was clean. Once we had that final thing settled, we had all of our core mechanics nailed down and moved from prototyping onto full-on production.

The end result you can all judge by yourselves. I and the rest of the team truly hope you enjoy Outland when it hits the PlayStation Store on June 14.


YouTube
Posted by Kotaku May 31 2011 03:00 GMT
- Like?
#outland Developer Housemarque was supposed to release multiplatform title Outland on the PSN in late April, but the network was hacked. The game's release was pushed back. More »

Video
Posted by GameTrailers May 03 2011 01:59 GMT
- Like?
Steeped in shadows, is Outland a triumph of action platforming? Find out in our official Outland review pod.

Video
Posted by GameTrailers Apr 28 2011 20:03 GMT
- Like?
Toggle between the colors to outwit and defeat your enemies in Outland.

Video
Posted by GameTrailers Apr 28 2011 20:03 GMT
- Like?
Test your reflexes against the massive Spider boss in Outland.

Video
Posted by GameTrailers Apr 28 2011 02:11 GMT
- Like?
Chaos has escaped from a 40,000-year prison.

Posted by Joystiq Apr 27 2011 21:10 GMT
- Like?
This admission is better read than said: I'm hopelessly addicted to will and grace. A video game provides the ideal arrangement for someone -- like me -- whose extreme athleticism remains dormant in reality, but seeks expression just a few feet away from the couch. It's the basis for the accord I once made with the Prince of Persia. "With my will and your grace, your grace," I said, "we'll get through this elaborate death chicane in under an hour. And if you end up squirming with a spike through your chest, we'll just put that on me. Deal?"

In the low fidelity of Jordan Mechner's classic, the prince's form of movement became a mesmerizing, superhuman display of perfect movement ... and when it didn't you reverted to an older save. Outland, a visually arresting 2D platformer from Finland's Housemarque studio, is just as reverent to grace, personified by a tall, inexhaustible silhouette in search of the meaning behind his dreams. He runs and leaps with such intense confidence, some of it starts filtering through the controller and into you.

YouTube
Posted by Kotaku Apr 14 2011 09:20 GMT
- Like?
#loveintheseconddimension Outland, a platformer from Ubisoft that looks like the product of Tron and Flashback spending a sexy evening together, will be out on April 26 (PSN) and April 27 (XBLA) respectively. More »

Video
Posted by Giant Bomb Apr 13 2011 23:43 GMT
- Like?
If Ikaruga was a stylish platformer...

Posted by Joystiq Apr 14 2011 00:00 GMT
- Like?
Outland, a vibrant 2D adventure that exudes elements of Ikaruga, N+, Tron, Super Metroid and a bunch of other things that you like, is set to launch on PlayStation Network and Xbox Live Arcade later this month. Developed by Finnish outfit Housemarque, the game will be available on Sony's platform for $10 on Tuesday, April 26, followed by the Xbox version on April 27 for 800 Microsoft Points.

Peek past the break to find a new trailer that showcases Outland's arresting imagery, two-player co-operative challenges (online only) and light combat.

Video
Posted by GameTrailers Apr 13 2011 20:54 GMT
- Like?
Journey to a new land in this stylized downloadable side-scroller coming to PlayStation Network and Xbox Live Arcade.

Video
Posted by Giant Bomb Apr 05 2011 00:29 GMT
- Like?
Ryan heads to Ubisoft to check out their upcoming Ikaruga-meets-platforming downloadable.

Posted by Joystiq Mar 21 2011 01:30 GMT
- Like?
Not to besmirch the pleasures of mowing down aliens with the aid of a lumbering, gun-toting calzone of muscle and gruff one-liners, but I usually gravitate toward avatars that exhibit speed and panache. Games like Prince of Persia and N+ make quite a show of even basic movement, conveying an easily perceptible sense of momentum in their acrobatic lead characters. You can generally tell whether these games work within just a few minutes of motion -- and Outland, like those games, is love at first flight.

Housemarque's previous efforts are just as quickly decipherable, with both Super Stardust HD and Dead Nation built on solid twin-stick shooting, but Outland captures attention at mere sight. The graphics are "traditional" in the sense that they elicit a tribal reverence of nature, with gigantic tree silhouettes softly obscuring the vibrant blues, yellows and greens of the background sky. Outland's bold art seems to draw inspiration from Japanese shadow plays (before Nin2-Jump did it) and even Tron, with a dash of Incan history and mystery mixed in.

There's an interesting, cyclical element to the story, which sees your warrior-in-training slipping into slumber to experience the life of a previous hero, who counts defeating a pair of evil gods (and climbing the best ladder since Metal Gear Solid 3) among his accomplishments. You're much less powerful when the dream ends, of course, but you wake up with a taste of the abilities you'll unlock in further Metroid-esque exploration of the world. At its most basic level, Outland is about bounding, sliding and falling through the jungle in the quest for coins, switches and the next power-up.

Posted by IGN Oct 02 2010 00:58 GMT
- Like?
A new downloadable action platformer from Ubisoft.

YouTube
Posted by Kotaku Sep 30 2010 21:00 GMT
- Like?
#clips We've described Outland. We've shown screenshots. Now watch the 2011 downloadable game from the makers of Super Stardust HD in action. The trick is the color-switching, Ikaruga-style. More »

Posted by Joystiq Sep 30 2010 21:15 GMT
- Like?
Housemarque's (Super Stardust HD) experiment in side-scrolling action game meets light/dark projectile absorption a la Ikaruga is a real looker. You can see just how remarkable Outland's visual style and intriguing play mechanic look in motion by rolling the following video.

Posted by Kotaku Sep 10 2010 03:30 GMT
- Like?
#pax One of the minor mysteries of the 2010 video game year is why Ubisoft showed the world screenshots of the newly-revealed Outland last week, but didn't show the game's bullets. It's a bullet-hell platformer. It looks better with bullets. More »

Posted by Joystiq Sep 04 2010 21:00 GMT
- Like?
If you need proof that the upswing of independent game development is having an impact on more mainstream devs, look no further than Outland, the upcoming XBLA and PSN release just revealed by Ubisoft during PAX 2010.

Just tell me this doesn't seem like one of those way-out-there ideas, the product of one-man coding in his spare time: It's a beautifully rendered animated platformer that draws aesthetic inspiration from classics like Out of this World ... oh, and it's sort of based on Ikaruga.

Crazy, yes, but also very real and, as I can attest after one of the levels and a boss battle, very beautiful.

Posted by Kotaku Sep 03 2010 04:30 GMT
- Like?
#ubisoft Ubisoft, when you show a game that is essentially Ikaruga reimagined as a platformer, congratulations, you have our undivided attention. More »

Posted by Joystiq Sep 02 2010 19:30 GMT
- Like?
When Ubisoft first revealed Outland for PSN and XBLA earlier this week, the company didn't provide many details. Now, thanks to a preview on IGN, we've got a much clearer picture of the title. Outland is being developed by Housemarque, the studio behind the PSN shooter Super Stardust HD and the upcoming Dead Nation. According to IGN, the game is essentially "a cross between retro platformers like Prince of Persia or Out of This World and the color-switching of shoot 'em up Ikaruga."

If just the thought of those two play styles combined has you short of breath, we wouldn't blame you. Like Ikaruga, players can switch the protagonist between two forms, white and black, rendering him impervious to bullets of the same color. At the same time, players must navigate jungle settings on branching pathways looking for secrets and, of course, boss fights. Outland isn't scheduled for release until next year, but rest assured we'll be taking a closer look during PAX.

Posted by IGN Sep 02 2010 15:20 GMT
- Like?
How does the Ikaruga trick work in an action platformer?

Posted by IGN Sep 02 2010 15:18 GMT
- Like?

Posted by IGN Aug 30 2010 18:16 GMT
- Like?
New downloadable title being announced next week.