Star Wars Outlaws just removed its biggest flaw

Star Wars Outlaws welcomed its fourth update, the most important since its launch. It removes the mandatory infiltration phases, considered by many to be the game’s biggest flaw.

Due to a busy schedule, I played very little Star Wars Outlawsbut one imperfection immediately jumped out at me: the obligatory infiltration phases. They make the player return to the previous checkpoint when an alert is triggered. A real flaw, especially when the gameplay doesn’t follow (we think of the impossibility of moving your victims to hide them or of acting on the lighting).

Sunday November 24, I decided to give another chance to Star Wars Outlaws. While I was mired in an infiltration sequence, what was my surprise to discover that there was no game over when a stormtrooper spotted me. I was able to draw my blaster, clean up despite the siren and continue my quest. This was impossible before. This change could provide a deserved second chance to the game.

Star Wars Outlaws is much less painful today

Star Wars Outlaws received a significant update, detailed on November 21 on the Ubisoft blog. It brings the biggest changes since the release of this adaptation, published at the end of August. “ Big changes to infiltration and combat to offer more freedom to players, including the ability to opt for stealth or take out your Blaster, even in union territories within cities ”, it is indicated.

Star Wars Outlaws just removed its biggest flaw
An infiltration into Star Wars Outlaws. // Source : Capture YouTube

It is therefore the end of failures when you are spotted, which will allow people who prefer a more inward-looking approach to get by in Outlaws. The patch brings other changes that support this new direction, with the integration of weak points for enemies. In this way, we will be rewarded if we aim better at the head. In addition, you can keep a second weapon in more varied situations.

Please note, this does not in any way mean the removal of infiltration in Star Wars Outlaws. The developers continue to encourage this, with an improvement in the artificial intelligence of enemies in their ability to detect us. That said, we will now have the choice between hiding or using violence depending on the situation, without having to relive an entire previous passage.

This change was called for by Julian Gerighty, former creative director ofOutlaws. Shortly after the release, he considered that the infiltration as proposed was “ an error » and that it was necessary to “ rework ». « I don’t think it’s necessary to completely remove quick game over, but there are other levers that can be used to make the game more enjoyable and understandable. »


Source: www.numerama.com