Story and survival games are two things that don’t often go together. The most obvious reason for this is that, in general, the struggles of moment-to-moment survival tend to clash with the push to move forward that is necessary for a story to be told. Out There: Oceans of Time, a game by Mi-Clos Studio and published by Modern Wolf, manages to create an interesting balance between these disparate aspects of design by scripting the destinations while letting the player fill in their own journey.
Out There: Oceans of Time follows Commander Nyx, the captain of a starship who has been tasked with taking an entity known as the Archon to a prison for the crime of rebelling against the interstellar government. On the way there, she is waylaid by followers of her charge, who easily overpower her vessel and force her and the crew to evacuate via cryogenic escape pods. Eventually Nyx wakes up on a deserted world of plantlife, where she manages to rendezvous with her head engineer, who helps them escape on a nearby crashed ship. It doesn’t take long for the two of them to figure out that it has been a hundred years since their ill-fated prison transport, and everything has gone the Archon’s way in the meantime. Despite being on the back foot and struggling to limp their way across the stars, Captain Nyx and her crew know that they have to clean up their century old mess or die trying.
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This setup provides the context necessary for players to have a reason to trek the cosmos. To survive this voyage, the basic necessities of interstellar travel must be maintained. Oxygen, Fuel, Hull Integrity, and Morale are all constantly being taxed, so their
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