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About 10 minutes into the latest preview build of Ubisoft’s upcoming open-world adventure Star Wars Outlaws, protagonist Kay Vess enters Milogana, a densely populated, dilapidated city on the desolate moon of Tshara. It’s surrounded by a mix of sandstone shacks and metallic sci-fi buildings, packed with flickering computer panels, neon signs, and holographic advertisements. Exotic aliens lurk in quiet corners, and an R2 droid passes by, muttering to itself. Nearby, a cantina features a suspicious patron peeking out from a smoky doorway, and a darkened gambling hall stands nearby.
As you explore, a robotic voice reads Imperial propaganda over a loudspeaker, and stormtroopers patrol the city checking IDs. To this lifelong Star Wars fan, at least, these scenes perfectly capture the aesthetic and atmosphere of the original trilogy. Like A New Hope itself, this is a promising beginning.
“We did our homework,” says voiceover director Navid Cavalli. “We looked to the original films as well as George Lucas’s own inspirations: Akira Kurosawa, World War II films like The Dam Busters, and spaghetti westerns. Great care was taken to maintain tonal consistency in the original trilogy. We needed this to feel like it had high stakes, light-hearted humor, emotional tension, character development and a hero’s journey.”
Outlaws, due to launch on August 30th, has been in development at Massive Entertainment for about five years. In 2018, the studio held an event to announce The Division 2, and at some point that night, then-CEO David Polfeldt stepped outside to talk quietly with a senior Disney official. Over cocktails, the two discussed a possible collaboration. “The first presentation was in February 2020, after we released The Division 2,” says creative director Julian Gerighty. “We had a small team of people – concept artists and game designers – and we went to San Francisco with a very short pitch deck based on three concepts: Star Wars, an open world, and a baddie story.”
Set in the years between The Empire Strikes Back and Return of the Jedi, The Outlaws follows ambitious city thief Kay as he rallies a crew to pull off the biggest heist of his life in order to pay off the huge bounty on his head. [the appeal of Star Wars] “He wasn’t a Jedi farm boy or a cranky old space wizard,” says Gerrity, “he was a cool guy surfing the galaxy with his best friend and the most iconic spaceship. I really focused on these archetypal characters and what they could do in terms of gameplay.”
In Outlaws, players are free to explore and roam at least five major worlds, from Tatooine to stormy Akiva to glitzy Kantonica, home to the casino city of Kanto Bight featured in The Last Jedi. Throughout Cay’s journey, she encounters crime organizations from across the Star Wars canon, including the brutal Pikes, the Hutts, the shady Crimson Dawn, and the samurai-esque Asiga. Completing missions for organizations earns credits and reputation points, unlocking more lucrative jobs and new areas of the map. Joining one gang means alienating another, but there’s an opportunity to set crime bosses at odds or even betray one another.
So perhaps the emphasis on space villains tempted the team to make a Han Solo game? Gerrity shakes his head. “We always wanted a character that wasn’t Han Solo,” he says. “Han is the coolest guy in the galaxy. Cay is a city thief who gets caught up in a bad deal and gets catapulted from place to place like a pinball, and suddenly he’s negotiating with Jabba the Hutt… We did a lot of casting, but Hanberly Gonzalez’s character was the final piece of the puzzle. Her voice, her acting, her approach to the character on the page was such a huge influence.”
The focus on gangster intrigue is what inspired the game to be situated within the Star Wars timeline, an idea that came from Lucasfilm. “We were looking for the right moment to define the gameplay and to be able to go to cool, interesting places and meet interesting characters,” says Steve Blank, director of franchise content and strategy at Lucasfilm. “So we found a place that had a lot of opportunity to tell an underworld story. Organized crime is rampant as the Empire turns its attention to the Rebel Alliance. Jabba the Hutt is at the height of his power.”
At a press event in Los Angeles earlier this month, I played the story’s main quest, set on Tshara, where Kay must steal top-secret information from a computer in the sprawling mansion of Pyke crime lord Gorak. It’s a large, multi-floor environment riddled with guards. You can either charge straight in with blaster fire, or hack doors as you work your way through a network of ventilation ducts, backrooms, and sneaky passageways. I also visited Kimiji, an ice planet ruled by the Ashigas, a blind swordsman-like alien race. My mission is to meet with a safecracker, but I’m being pursued by an assassin. It’s an atmospheric place to explore, with temple-like towers towering above frozen cobblestone streets, snow flurries in the sky, and a small group of shady thugs huddling around a pale orange noodle shop.
Although this is a Massive Entertainment game, it feels unmistakably Ubisoft. The stealth, the combat, the balance between story and side quests all contain elements borrowed from Assassin’s Creed, Far Cry, and Watch Dogs. You watch enemy patrols, take down targets one by one using a variety of special abilities, and then escape. There are further borrowings from other action-adventures, such as Kay’s ability to slow down time to target multiple enemies before firing multiple volleys with a blaster, a clear homage to Max Payne and Red Dead Redemption.
It’s fun to think about exactly how to use all the toys available to you in such a large, densely designed location. But the big question is: what’s new and what’s different? Apart from the Star Wars license, there are three elements that distinguish Outlaws from other Ubisoft adventures. First, there’s Nix, Kay’s constant companion. This is a cute little creature that follows you everywhere and gives you access to parts of the environment that you can’t. You can also command him to attack or distract guards, or pick up items or dropped ammo. This is especially useful during gunfights. “Nix was inspired by our pet,” says Navid Khavari. “My wife and I don’t know how we would have survived COVID without cats, so I think it feels very natural. He acts like a dog.
Outlaws also does away with Ubisoft’s typical skill trees and points in favor of a more natural alternative: Expert Missions have you quest for powerful specialists, granting you new abilities and upgrading your weapons and speeder bikes.
And then, of course, there’s space travel; you can hop off-planet at any time, and the transition happens in one seamless sequence. You’re then free to fly around your current system, fighting TIE fighters or scavenging space debris before making a hyperspace jump to a new planet. Flying is simple, and dogfights rely heavily on the lock-on feature to automatically track down your enemies. It’s a lot more arcadey than the great X-Wing and Tie-Fighter games of yore. Still, it’s a unique thrill to get an enemy ship in your sights and blast it to smithereens accompanied by the legendary Ben Burtt-esque sound effects.
I’ve only seen a few hours of the game so far, but there’s still so much to discover. I’m hoping that the missions and side quests will delve deeper into Star Wars lore and move further away from the typical Assassin’s Creed or Far Cry fare. I’m curious to see how populated and detailed the planets are away from the major hubs. I’d love to encounter Jawa transports, secret Imperial bases, and terrifying monsters that will spend a thousand years trying to devour me. This element of stumble-through discovery in the Star Wars universe is something the team has clearly thought about.
“We knew we needed to allow the player freedom, which is very much part of how Star Wars works,” says Cavalli. “We created a tonal blueprint that drew from both The Empire Strikes Back and Return of the Jedi, and blended that with all of the characters and vendors in the story so that they all felt like they were part of the same journey. It took us a while to realize this, but Star Wars is particularly well-suited for an open-world game, which is why fans, myself included, have been clamoring for it for so long.”
Source: www.theguardian.com