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Outbound is an excellent idea but fails to pin down what people love about co-op crafting

I am absolutely in love with Outbound as a concept. Driving around in a cosy little camper van, decking it out with all kinds of decor and doo-dads as I scrounge around for resources, blueprints, and collectibles in order to build my own sustainable, portable empire.

In execution, though? Eh. It’s a real bummer, because I really wanted to love Outbound. On paper, it is one of the most Mollie games to exist. But it forgets that absolute fundamental thing that I think is imperative to a solid co-op crafting experience: freedom.

Outbound

(Image credit: Square Glade Games)

I can stomach a tutorial and a bit of hand-holding here and there. Using quests as a tool to help direct the player doesn’t have to be a bad thing! But when it comes to crafting games, I only enjoy a tutorial if it serves to get me quickly set up before unleashing me upon the world to do whatever I want.

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Outbound, on the other hand, feels scared to let you run off and get on with things. For a game about hitting the open road, it feels awfully claustrophobic. Drive here, grab this resource, craft this item, drive to this other place, grab this other thing, and so on and so forth. It’s a frustratingly linear start, one which doesn’t seem to ease up as I play further in.

Outbound

(Image credit: Square Glade Games)

I always think of the first time I played Minecraft when it comes to these tutorials. Sure it makes you gather and craft something as a way to show you the fundamentals, but just as quickly as that happens, it drops you right into things to let you get on with it.

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