Outcast Reboot HD
Outcast Reboot HD
Taking one of the most engrossing open-world action adventure game ever, and bringing it to the modern age of video-gaming.
Taking one of the most engrossing open-world action adventure game ever, and bringing it to the modern age of video-gaming. Read more
About this project
Outcast is an action-adventure game developed in 1999 for the PC. We are the original development team and IP owners and are working on this reboot. This is how the original looked like back in 1999:
And a screenshot from our current early prototype (click to enlarge):
Key features (shots from the original) :
- Non-linear game play in free-roaming environments over 6 worlds
- Combats against clever reactive AI
- Fully voiced interactive dialog trees for ALL characters (including NPCs)
- Awesome symphonic music with a 80 piece orchestra and 40 choir
- 20+ hours of highly engrossing adventure
In 2007, the U.S. government successfully sends a probe to an alien world in a parallel universe. As the probe is transmitting video images of the world, an alien life form discovers the probe and damages it, causing a disruptive backlash of energy to form a black hole threatening Earth. Former U.S. Navy SEAL Cutter Slade is given the job of escorting three scientists (William Kauffmann, Anthony Xue and Marion Wolfe) on a mission to this alien world to recover the probe and stop the threat. Arriving in this alien world, Cutter is separated from the other scientists and is hailed by the natives as their messiah, the Ulukai.
Want to know more? Check this excellent review of the original game:
"Okay, so the hero’s name is stupid and the plot sounds like a rehash of Stargate, but trust us, this action-adventure game was revolutionary. You could freely explore open world cities, mountains and forests (two years before GTA III). You could commandeer extraterrestrial vehicles – in this case, dinosaur-like creatures - for quicker transport (two years before Halo). You could pick and choose missions in the order that suited your playing style (nine years before Fallout 3)."
Outcast has been critically acclaimed to the point it has reach some cult status among many PC gamers. However, the software-only nature of the original engine meant the game has been ignored by many at a time when hardware-accelerated 3d polygons was becoming the norm (and they loved flat corridors apparently :P ). Now we have the opportunity to bring this fantastic game to a wider and newer audience and to reward existing fans with brand new visuals and improved gameplay.
We need your help to achieve our goal of producing a highly polished product on par with today's highest quality standards. We think the game deserves it and we count on you to make this dream come true.
- All objects, textures, environments and characters entirely remade from scratch in hi-definition.
- Targets 1080p @ 60fps, and supports beyond HD
- Enhanced adventure:
. Annoying story bugs removed
. Improved HUD
. Improved inventory
. Improved notepad
. Improved dialog interface
- New Cutter locomotion, control and animations
- New camera control
- Xbox and PS4 controller (and other compatible) support on Windows
- 6 Large worlds to explore redone from scratch in HD
- Fully voiced characters (main characters AND all NPCs) in English, German and French
- Over one hour of symphonic music performed by a 80 piece orchestra
Meet the core team
Fresh3d and a team of world-class developers is working on the game, along with support from Yves Grolet as gameplay advisor. The studio founded in 2004 and headed by Yann Robert and Franck Sauer, has a significant experience in developing games for PC and consoles and has worked on several shipped games on PC, PS2, Xbox 360 and Xbox One.
Most members from the core team were present in the old days, when developing the original Outcast, and we are delighted to have them on-board to help develop this HD reboot.
I'm Co-Owner and Creative Director at Fresh3d and was co-director on the original Outcast. I have over 26 years of industry experience, and you can read details about all the games I've been working on at my website francksauer.com
I love video games. Like many, I like playing them, but my real passion is about making them. To me, video games is the most creative and complete form of entertainment. It combines all other forms of entertainment and adds interactivity on top. What makes me tick is the intricate combination of art and technology that is required to make a game. I love to make visuals, sounds and music, write stories, develop universes and implement interactions. Don't we have two brains? Maybe we've been designed to make games!
I started my career In the eighties with the creation of my first commercial games for the Commodore 64 and the Amiga. Those games were 'No', 'Iron Lord', 'Unreal' and 'Agony'.
The success of these products gave me the opportunity to start two game development companies, the first one was dedicated to coin-op game development and the second one was Appeal, the company that created Outcast.
In 2001, I embarked on a new adventure, Elsewhere Entertainment, a game development studio focused on innovations in game design and game production excellence. After several products, this was followed by the creation of AMA Studios, a Belgian game development company linked to Ubisoft and focused on motion gaming.
The expected release time frame for the initial goal (Windows PC) is late 2015. Other releases will follow (if stretch goals are reach) depending on digital stores policies. We will do our best to ship as fast as possible on all platforms and will announce updated release schedule during development.
Risks and challenges
The usual main risks in games development are to go over budget, miss deadlines, ship unfinished/bugged products or even sometimes go bust before the game's release. Often, these go in pair with immature technology, bad design, bad management and intense publisher pressure.
By doing a reboot of an existing game (one that we know very well), we pretty much remove (by definition) some of the design risk.
As we are going indie, we don’t have artificial deadlines arbitrarily fixed by a publisher. We will ship the game when we think it’s ready. We will make sure the game is polished, bug-free and meets the backers’ expectations.
Still, nothing is entirely risk-free. One could still go over budget, and that is a significant risk. Also, unexpected problems or difficulties could arise and that can cause delays.
To mitigate these risks, we rely on mature technologies and we work with a world-class team of experienced programmers, designers and graphic artists that have worked on, and shipped, many games (including launch titles), on many platforms, worldwide.
Depending on the stretch goals, we might need to deliver the game on several platforms, each with specific constraints and limitation and that can introduce some delay in the delivery. You should understand that delivering on close platforms is subject to platform holder's policies.Learn about accountability on Kickstarter
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