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Outward Definitive Edition
Description
Si vous possédez le jeu de base et le DLC Les Frères de Feu sur GOG.COM, vous pouvez réclamer un exemplaire digital gratuit de Outward Definitive Edition.
Outward Definitive Edition offre aux joueurs l’expérience ultime du jeu.
Ne se contentant guère d’une simple refonte visuelle, la Defin...
Si vous possédez le jeu de base et le DLC Les Frères de Feu sur GOG.COM, vous pouvez réclamer un exemplaire digital gratuit de Outward Definitive Edition.
Outward Definitive Edition offre aux joueurs l’expérience ultime du jeu.
Ne se contentant guère d’une simple refonte visuelle, la Definitive Edition combine les nouvelles mécaniques et fonctionnalités d’Outward et des deux DLC, Les Soroboréens et Les frères de feu, pour offrir une expérience inédite. En outre des nouvelles armes, nouveaux donjons et autres mécaniques propres aux DLC, vous pouvez aussi vous attendre à de nombreuses améliorations de confort. Aventuriers, l’heure est venue d’explorer le monde d’Aurai !
Outward propose une expérience RPG immersive avec une jouabilité axée sur la survie : un vrai défi très gratifiant pour les joueurs les plus acharnés.
Un voyageur tout ce qu’il y a de plus normal
En tant que simple aventurier, vous devrez non seulement vous défendre contre les terribles créatures du monde d’Aurai et vous cacher pour leur échapper, mais aussi braver les dangers de l’environnement, vous protéger des maladies infectieuses et vous assurer de bien dormir et de rester hydraté. Lancez-vous dans une expédition périlleuse au travers des étendues sauvages pour découvrir de nouvelles villes, accomplir diverses missions et explorer des donjons secrets regorgeant d’ennemis redoutables.
Relevez le défi en solo ou en coop
Pour survivre au monde aussi sublime que dangereux d’Aurai, vous devrez faire preuve de fourberie, d’ingéniosité et de sang-froid. Élaborez différents stratèges pour vaincre vos ennemis et n’oubliez pas de pourvoir à vos besoins les plus élémentaires tout en partageant votre périple avec un ami, en local ou en ligne.
Mécanisme de construction de ville – Rebâtir Sirocco :
Laissez votre propre marque sur Aurai en aidant la population à survivre à ce monde impitoyable ! Grâce au mécanisme de construction de ville, transformez le camp de réfugiés en Nouveau Sirocco.
Système d’enchantements
Enfilez votre armure et gagnez en force au fur et à mesure que vous améliorez vos armes, accessoires et armures grâce au système d’enchantements ! Augmentation des dégâts, de la résistance aux intempéries, aux éléments, personnalisation et plus encore ; vous trouverez forcément l’enchantement de vos rêves parmi les 85 recettes disponibles.
Survivez dans les étendues sauvages au fil de vos explorations
Jouez en solo ou en coop, avec écran partagé ou en ligne
Un système de sorts fondé sur des rituels méthodiques
Sauvegarde automatique : à vous de vivre avec vos choix
If you like otehr games like Runescape Dragonwilds or Enshrouded then this game has all of that and more, the graphics on this game are also excellent and the playability is very much on par with those other titles mentioned. I got this for 8 dollars, what a steal, over 60 hours in and I haven't even cleared the 1st and 2nd zones. Lets hope it keeps delivering. Man worth every penny!
I rate it higher than I enjoy it. This could be so much more fun, but most people are dead set on "this is a great game because it's difficult and it makes you think". Same was said about, I dunno, Dark Souls.
But aside from the type of game, the real difference is walking/running and overall approach to dealing with encounters: if you don't have proper gear, you either have to cheese a lot or, you have the gear and it's made trivial. It's supposed to emphasize the ideology of preparing for something.
Except the game has two things working against each other: limited storage and lots of small things that helps with different types of enemies. You're supposed to organize and haul only the necessary things, but it's made meaningless because there's lots of different enemies, packed in small/medium sized maps. It feels weird to prepare for a small dungeon like you'd prepare for a whole journey across the continent.
Really, all that wouldn't be that much of a bother if there were more ways to move around faster. Funnily enough there is one way: die. Unless you choose hardcore which gives you a chance to die, if you're downed you will have a scenario that depends on the zone and where in the zone you are. From getting rescued and given help, through being left in the zone's town to getting kidnapped by monsters where you need to get out. Which sometimes make you move quite far - good in first 10-20% of progress in the zone, later on it's a nice mechanic.
Overall, I like minimalistic approach to skills, no experience, small passive bonuses - but it feels stiff. And I mean the whole thing. I wish more games had moving combat rather than "stand still and do an attack while watching the enemy do their attack and you can't really do anything at this point".
Still, it's a fun game overall. I recommend speed hack for walking. Because there's a lot of it.
Picked up this game up maybe 2 years ago while on sale. Attempted to start it multiple times but lost interest pretty quickly each time.
In 2024, I began to crave a hardcore RPG experience with survival elements, but didn't want anything too flashy or power-creepy. Seeing the trailer for Outward 2, I gave Outward one more try, and this time... It clicked.
The game is punishing and can feel grueling at times. You constantly feel weak going into fights. There are several layers of environmental mechanics to grasp early on. You end up dieing a lot. To weather, to sickness, to enemies, to traps, to magic.
But if you're persistent, you WILL begin to learn. And survive. And maybe even enjoy the experience.
The game does a good job of leaning heavily on mechanics that you could typically get away with ignoring in other RPG's. Learning recipes for alchemy, cooking and crafting, and having to hand forage/hunt these ingredients is part of the gameplay loop to increase your chances for success.
The magic system in this game is something special, and is particularly challenging to master. Spells need to be learned from different masters, require different materials, need to be cast in specific orders, or under certain conditions, to maximise their efficacy. Some might say this makes it feel tedius, but it only forms another area of challenge and discovery for a player.
The games only failing (minor gripe) is physical combat. Enemies - even bosses - tend not to have too much nuance, just unlimited stamina bars and several attack patterns. It makes fighting enemies less dynamic than other games and a bit of extra time to cook would have vastly improved the experience.
That being said, every encounter is a measured experience and can be lethal, whether you're 10 hours or 100 hours in. This is the core principal of the game and if you enjoy that, you'll probably like this.
NOT LIKE: Skyrim, Dragons Dogma, Dragon Age
MORE LIKE: Valheim, Kenshi, monster hunter, elden ring
Ok so. This review is coming many years after finishing it with a friend. And im not sure if things have changed. But this was my experience with it.
Brutally hard for a while, getting better gear is the only thing that will make you stronger really. There is other things but, they are negligible in comparison. Playing coop with my friend, he progressed his story and got his rewards, but i did not get mine. It required me to play through 2 times so we could both get our gear. Very annoying and time consuming.
This is very much a slow progression game. Dont expect to make monumental progress every time you sit down and play it. Because that just isnt going to happen.
The survival mechanics are great and add a sense of "i need to take care of myself" with decent food and water requirements that dont go completely overboard like some survival games, that require you to eat more than a horse and drink an ocean on a daily basis.
I dont own any of the dlc. And i cant comment on that stuff. Nor the endgame boss fights past the end of the story as my friend got bored of it and we moved onto other games. But i imagine the best most challenging fights are to be found there. But getting to them, is also a big pain in the butt. Not to mention even defeating them.
To me this game is like. Dark souls, meets Green Hell, Meets Morrowind. My biggest gripe would be traveling from place to place. Takes a very long time, and sucks very badly. Also the inventory is quite realistic, so you cant just pack your bag with all the things that drop and that you find. The more weight you carry, the slower you get.
But if you like games that dont hold your hand. And you have a good buddy to experience the game fully with. There is alot of fun to be had here.
The Definitive Edition is the best way to experience Outward, with stash sharing across houses and two DLCs. After 51 hours in the base game, upgrading and restarting wasn’t just easy—it was exciting. For me, being eager to restart is a clear sign of a great game, and Outward nails it.
Crafting, cooking, and alchemy are standouts. Limited descriptions for consumable effects pushed me to track notes, which felt like an extension of the game’s immersive design. Far from busywork, this process mirrors the deliberate pace of exploring without fast travel or a detailed map. These additional efforts make the experience richer and more engaging, reinforcing the idea that effort and discovery matter more than convenience.
Modern games often overwhelm with minimaps and constant markers, sacrificing engagement for accessibility. Developers claim this helps average players, but my experience with Gothic 1 proves otherwise. That game’s steep learning curve—whether its unconventional controls or lack of guidance—rewarded persistence with a deeper, more memorable experience. If I could master it as a kid, there’s no reason adults can’t.
Combat borrows from Souls-like games but is less advanced and more punishing. Death doesn’t just reset your progress—it leaves your health, stamina, and gear damaged, often requiring a long trek back. This design adds weight to every encounter, forcing preparation and making victories feel earned. It makes every step in the world feel important.
The absence of fast travel defines the game. You must plan carefully and approach exploration thoughtfully. Initially, the slow pace was daunting, but, much like with Gothic 1, it became incredibly rewarding once I adapted. Outward reminds you that the journey itself is the real adventure, not just the destination.
If you’re considering a replay, don’t rush—immerse yourself in the experience. Outward isn’t just a game; it’s a challenge that rewards your time and leaves a lasting impression.
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