On the surface, Star Wars Outlaws feels a lot like Respawn‘s Jedi: Fallen Order.
It’s a game that takes an established developer, back by a monolith publisher, and lets them play with their Star Wars toys. It’s got sky-high production value, a fun cast of new characters, a standout main duo and it does deliver on the Star Wars fantasy.
However, the game also sets out interesting ideas that it doesn’t capitalize on, plays it far too safe, and is full of technical problems. We come away from Star Wars Outlaws having enjoyed our time, but also overwhelmed by the feeling that the sequel has the potential to be incredible.
Star Wars Outlaws follows Kay Vess, a down-on-her-luck scoundrel making her way in the galaxy. Following a job gone wrong, she needs to clear her name, and the hefty bounty on her head. Set in the year between Empire Strikes Back and Return of the Jedi, in the Empire-controlled galaxy, the only way for Kay to make the credits she needs is to get involved with the underworld.
It’s here we’re introduced to the game’s main factions; The Pykes, Crimson Dawn, The Ashiga Clan, and The Hutts. Kay takes on missions for the clans, and how she completes these can result in her reputation with these clans increasing, or falling into disrepute.
The game does a good job from the outset of setting the clans up like they’re going to be a massive factor in your playthrough, but the reality is far less interesting. For example, outside of two specific instances (that we won’t detail due to spoilers) there is virtually no impact on the main story. What impact there is so minor that you can practically feel where the developer realized they’d have to execute this story moment in such a way that could fit every clan.
Star Wars Outlaws spends a lot of time telling you that the clan you side with is important, but the benefits are minor and largely cosmetic. Not only this, but even if you’re at the lowest possible rating with a clan, you can buy your way back into their good
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