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Outlaws (Win95)By: The J Man
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LucasArts' true talent was their ability to innovate inside rules defined by other companies and other titles. If you look at their catalogue, they have never created or popularized a totally new genre - Sierra beat them to adventures, iD to first-person shooters, Origin to the space opera. Instead, LA takes an emerging genre and twists it enough to be interesting - self-referential humor in Monkey Island, swordfighting in Jedi Knight, 3D adventuring in Grim Fandango, and so on. They don't create from scratch, but they are masters of making the old fresh. For this, their contributions - while not always unique - do become something special. If Dark Forces and its mission-based system was their answer to Doom, then Outlaws' Western-themed gunplay is their creative answer to Duke3D. Unlike most shooters, when it was still standard procedure to drop you from the menu screen into the first level, there's an actual story here. You play as retired marshall James Anderson. You've traded your badge for a quiet life on the homestead with your wife and daughter. There's actually some touching banter between Anderson and Mrs. Anderson before he rides off into a stylized sunrise to do the manliest marshall activity the old west had - go shopping. From here, the clichés are lovingly piled on. A corrupt tycoon wants Anderson's land to sell to the railroad. Anderson refuses, and his family pays the price. His wife is killed, and his daughter kidnapped. He responds by digging up his tin box of marshall kit and setting out to cut a bloody swath of vengeance all the way to the top. You'll find an element of almost every spaghetti western in Outlaws (hell, in that last paragraph alone...) and the campiness seems intentional. There are times when it feels like Outlaws is trying to be a serious homage, usually when
Ammo is plentiful, with boxes laying about and belts falling from slain enemies. Life, interestingly, is not. To further replicate the idea of a gunfight as seen in the films, you and your enemies fall in one or two good shots. Like Wolfenstien 3D, damage to you appears to primarily be calculated by range - so getting shot point-blank will kill you right away - which makes keeping your distance and crouching behind cover imperative. You're still able to operate right up until your last hit point, so it's not entirely realistic. Still, it does encourage filmic battles as you and your enemies crouch and trade fire across the saloon's bar, while chickens or the occasional innocent run by with hands in air. Enemy AI isn't stellar, but they will try to run for cover when bullets fly, and your auto-aim will miss more frequently when they're crouched behind something or blocked by a pillar. You also have to hold down a key to reload each bullet from your stockpile and into your gun. You do this at an impossibly enhanced speed, but it's still too slow for standing in the middle of a gunfight. It further encourages finding cover and rushing to replace your shells before the bad guys come around the corner. You can ease the danger with three difficulty levels, (Good, Bad, and Ugly, ha ha.) and Ugly difficulty will give you an accuracy bonus at the cost of being exceptionally, realistically, tender to bullets. Even at the lower difficulties, you'd better be prepared to save your game often. I hate to be "that guy" who saves after every breath, but after having to repeat sections of the game ad nauseum, I quickly started saving obsessively. Outlaws almost demands it, especially when you can get your check cashed simply by walking through a door and missing the guy behind the box next to you. Boss battles cause further frustration here. At the end of most levels, you'll encounter a boss character whose death will trigger a cutscene and give you the next piece of the plot. The trick is that these bosses have higher hit points and absolutely exceptional aim. I didn't know there were bosses when playing the first level, and couldn't understand why I kept getting smoked for simply opening the last door. There's an unannounced boss waiting at the other end of the room, who domes you in one shot as soon as he sees you. That's how good these guys are, and you'll at least want to plant a save before you take them on.
The plot comes at you through cutscenes between missions. Their style is interesting, with a mix of relatively realistic, brightly colored locations with highly exaggerated characters. Marshall Anderson is almost skeletal inside his long duster, with fingers about twice the length of any normal hand. Others follow suit, such as goons with right-angle chins, and masterminds so squat and stocky they're almost square. No reason for this style is readily apparent, but it works. Scenes are expertly set, some backstory to Anderson is wisely rationed out, and the search for his daughter is kept tense as she continually gets close, only to slip from his fingers again. Voice acting for these scenes is a high point. Jeff Osterhage as Marshall Anderson doesn't get to say much, probably to follow the stoic characters of Eastwood, but his voice matches the character perfectly when he does. Anderson isn't a gravel-chewing anti-social mercenary, instead he comes off like a gentle, just man doing what he knows he has to do. Richard Moll in the head boss role sounded so much like Tommy Lee Jones that I had to check the credits to see it wasn't. You don't see him much, but he's excellent when you do. Finally, a majority of the screen time is parceled out to the main henchman, a Bible-quoting, psycopathic doctor played with usual glee by John de Lancie. His vile actions, sarcastic words, and unapologetic demeanor make him the perfect impish villian.
As an added bonus, you can also play a selection of "Historical Missions" with new textures and vastly different locations from the main game - like an ice cave and a Civil War battlefield. You'll need to install the 2.0 patch to gain these (currently, still available at LucasArts' ftp server). You'll still be shooting the same bandits with the same weapons, but it's a nice gesture almost equivalent to a free expansion pack. You can also play a "Marshall Training" sub-game where you attempt to rise through the ranks of The Law. This is centered around a hub level where you can view your progress, practice your shooting against bottles, and select your next mission. You start as an Associate Deputy, and each rank requires you to complete a unique level with particular challenges, like a shooting gallery, and an Indiana Jones-style temple run. To unlock your next trial, you must tackle mini-level missions where you attempt to kill or capture the bosses from the regular game. If you're actually able to knock them out (with fists or knives instead of guns) you'll recieve a greater reward and get to visit them in the hub's jail cells. Pretty neat added value to an already neat game, and multiplayer is there to throw on additional challenges as well. For a long time, Outlaws was the only Western-themed shooter, and the only one there needed to be. Its gameplay, while not too dissimilar to its competition, was sharp and enjoyable. It didn't cover all the classic Western moments, but enough to be respectable. It had LucasArts' traditionally high production values and a fantastic score. Its only real mistake was entering a saturated genre at a time when there were simply too many options to be noticed, and arguably not doing enough to be more than a standard FPS with a Western theme. In true LucasArts fashion, it offers creative differences, but not a radical reinvention of the genre. If you think you might be interested in Outlaws, it's absolutely worth playing. If neither Westerns nor the first-person shooter interest you, this is an extremely well-made example of more of the same. -reviewed 3/31/08 - game copyright 1997 LucasArts Entertainment Company
"You afraid of dyin'? Good. Hold on to that."
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