Outer Wilds review - an irresistible miniature solar system for the laidback explorer
Among those not swept away was the wool-comber and hobbyist astronomer Eise Eisinga, who allegedly chose this moment to begin work on a clockwork solar system, hoping to demonstrate the absurdity of such prophecies and free his countrymen of their superstitions. The result, hammered into the floors and ceilings of Eisinga's own house, is both an extraordinarily precise astronomical instrument and a consoling abstraction of the vast, eerie void in which Earth is enmeshed. Wire-hung planets painted gold on their sunward sides whirr faithfully across a royal blue empyrean, spattered with Zodiac signs like leaves across a lake's surface.
There's a bit of both Eisinga and Alta in Outer Wilds - a beautifully mechanical, wistful outer spacey campfire yarn in which you scour a condensed, toybox solar system for the key to its salvation. It gives you Eisinga's benign and well-behaved cosmos, with nobbly, kilometre-wide planets strung to their orbits like rosary beads on your ship's map computer. Their directions of travel and relative velocities are likewise marked on your helmet interface, so that you can match speeds with a button press and begin the fiddly process of landing, using the Apollo Lander-style fisheye camera on your ship's belly. It's a gleaming pocketwatch of a setting, many times smaller than the galaxies of Mass Effect, yet somehow far larger for the cleverness and tactility of its moving parts. But it is also a place of violent change.
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The biggest shock of all, though, comes 20 minutes in, when the solar system's sun abruptly goes supernova - collapsing with a sound like massed inhalation then surging outward in a blinding wall of blue fire. Fortunately for all creatures within the blast radius, your character - the newest member of a space programme that feels closer to a hiking association than NASA - manages to get stuck in a mysterious time loop while fetching the launch codes for their maiden voyage. Every time you die, be it thanks to the sun, a pocket of lethal "ghost matter" or a surprise tête-à -tête with the comet, you're dumped safely back at a campfire on your home world of Timber Heart. Not all is lost on reset, however: your ship's computer keeps a record of your doings in each playthrough and weaves them into a spider diagram of lore connections. In the process, you piece together a timeline of the events immediately preceding the supernova, learning where you need to be and when to avert disaster.
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The ship houses your second most precious belonging, a space suit, which packs around 10 minutes of oxygen and a jetpack. Run out of juice for the latter, and the suit will automatically switch to expelling oxygen for propulsion, so you'll need to keep an eye on both gauges while tackling the tricky platforming routes that predominate on certain, less stable planets. Fortunately, oxygen is automatically replenished wherever you find trees, which create a magic little oasis of breathable air. Together with your ponderous movement, the survival elements might have been aggravating nonetheless, but given that you only have 20 minutes to burn before you and everything else are wiped out, there's simply not enough time to find them annoying. Ultimately, the problem of oxygen and fuel is acute enough to make reconnaissance suspenseful without becoming a full-scale drain on your sanity.
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Last but not least, there's your point-and-click universal translator, used to decode messages left by an advanced precursor civilisation, the Nomai, whose buildings and relics suffuse every planet you'll come across. The Nomai's presence takes the overarching plot in some familiar directions, but I never tired of reading their messages - partly because the writing is both charmingly oddball and to-the-point, and partly thanks to the game's quietly imaginative representation of an alien script, which reveals something of the long-evaporated society and modes of cognition at stake. Nomai messages are written mostly on walls in glowing, sapphire spirals, which branch and bud across the tiles as other scribes chime in with objections and alternatives, exclamations and banter, splintering the opening thought off into parallel discussions. It's a wonderful device that conveys the sensibilities of the elder culture far more effectively than the details of each message. I hope other sci-fi backstory writers take note.
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