Outriders Gameplay Impressions (Demo) | Outriders PS5 Impressions



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Now that I’ve played a significant chunk of Outriders Gameplay on PS5, I figured I’d make a video on my thoughts

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25 thoughts on “Outriders Gameplay Impressions (Demo) | Outriders PS5 Impressions”

  1. This one will sadly not be for everyone.
    I was hoping for the opposite of Ruri it seems. I wanted to only use my abilities as one-off big hits or defenses and spend the majority of my time with gunplay. Also HAAATE chest high walls and "shoot from cover" gameplay. Which seems to be a major focus. The guns felt weak, specially for a game where killing enemies is how you heal damage. Overall definitely not the game for me but I do recommend people try the demo as ymmv.

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  2. after playing the demo on PS5, this will be a game I only play if it's a free ps+ game. cinematics were really buggy but mostly way to many of them that just kept me from gameplay. Then the gameplay was just meh. Now I know why the gameplay videos up to now were really short segments mashed together.

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  3. I saw in one of their comments that along with the motion blur option, the 30fps locked cutscenes is also just the demo. Apparently its not going to be like this in the full game, thank god

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  4. I agree so much with you about being glad it isn't a game as a service title. I already am trying to play 2 of those types of games, plus monster hunter, and it gets to a point where it's impossible to keep up. I don't want any more games with timed events, or battle passes that end up feeling like a chore

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  5. I played the earth and the ice classes and they vary WILDLY. I expected some demo buggyness but im expecting them to fix that. My main issue was that the weapon recoil felt kindy of spongy. Im surpised how much im liking the writing and characters already πŸ˜€

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  6. They already confirmed that motion blur can be turned off in the final version. As for cutscenes, I played through the game with each class once, and I only had one instance where the audio was lagging, though I also skipped them sometimes. I just hope when they remove that cutscene fps lock it will also fix a bunch of surrounding issues.

    I actually enjoy the main character and the story a lot. Maybe it's a bit edgy, but it's not the same cookie cutter, we're the good guys bs that many other games go for. That McCain quest had me laughing at the end.

    Hipfire feels good enough on pc. It's a bit spray and pray depending on the weapons, but within expectations. You can even hipfire a sniper reasonably well at close ranges, just don't expect to see headshots like that. For shotguns hipfire seems even like the preferable option when you're surrounded.

    The skill trees all look a bit samey to me across classes. Middle is survival, top is usually more weapon focused, bottom is more anomaly power focused. Every class puts their own spin on it, but I wouldn't call them super transformative with some small exceptions.

    As for the classes themselves, they really feel differently. I think what they tell you on the class select screen is accurate. Technomancer is better staying at medium to long range, Pyro is a bit of an allrounder, Trickster and Devastator are at home right next to the enemies. I could be wrong, but they might also have different stat scaling. When I played with a friend, he was Technomancer and I was Pyro, and despite being the same level, I had higher firepower but a lower weapon damage bonus than him, and the other stats also appeared to have discrepancies between us. The armor and weapon skills offer powerful build options. Technomancer was my least favorite out of the four, but I already had a crazy combination that would allow me to play through an entire sidequest without reloading my assault rifle once, constantly firing toxic bullets.

    Basically all I want to know at this point is if the weapon variety is going to be good because right now every weapon in a class seems to have the same stats. It's only made more interesting by the skills. Of course, endgame is key, as per usual.

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