Star Wars Outlaws Review
There’s a few things Star Wars Outlaws isn’t. For one, It’s not wholly open-world. Rather, it’s a series of (large) biomes and hubs coupled with densely-populated interiors, all loosely tied to one another through a fairly basic space ‘corridor’ setup (and fast travel). Two, it’s not an RPG or even an RPG-lite experience. Instead, it’s a game that cleverly employs the concept of skill and knowledge as your character-progression and growth north star, giving way to a less grindy experience when it comes to, well… experience. Thirdly, it’s not an ever-evolving game where environments change around you and you see progress actually happen (outside of reputation elements). And at a three-point-five, it is far from emergent -- a staple most touted open-world games strive for. Rather, it’s a very loud, obnoxious and at times intrusive air-tasker simulator (more on this shortly). But what it does better than most games, especially those made of Star Wars stardust, is it offers you a fantasy.
And boy, does it deliver in the fantasy stakes.
While we’re at it, it’s important to touch first and foremost on that opening point, because it is the most hyped aspect of the game from a marketing perspective; “the first ever open-world Star Wars game” which, in reality, this isn’t. But that also comes down to whatever your definition of an open-world is. Where we fail to see it as such, in our books, is through elements such as hardfail, off-rail, gated exploration and ultra-heavy scripting. It’s definitely an ‘open’ game, but when stacked alongside, say, Red Dead Redemption 2 or even something in-house from Ubi, such as Assassin’s Creed Valhalla, Outlaws just doesn’t compare when it comes to touting the open-world tent-pole. And this is because, while free to ride the many planes of the game’s five planetary/satellite destinations, it fails to represent a seamless and fluid experience overall.
But that fantasy… it still very much has a lot to say in proceedings.