Display title | Outcast (video game) |
Default sort key | Outcast (video game) |
Page length (in bytes) | 7,497 |
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Page ID | 109804 |
Page content language | en - English |
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Page creator | m>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | HLIAA14YOG (talk | contribs) |
Date of latest edit | 12:36, 22 March 2024 |
Total number of edits | 9 |
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Article description: (description ) This attribute controls the content of the description and og:description elements. | A surprisingly, amazingly good third-person adventure, Outcast was noteworthy for its time for a host of innovative and effective game developments, almost all of which sadly reduced its chances in the marketplace. It had the bad luck to use voxel rendering to generate a wide-open, go-anywhere play world... just when 3D accelerators based on polygons got really popular. (In their defense, had they gone with polygon rendering on the GPUs available at the time, no computer in the world at that point in time would be able to handle the game.) It had a deep story, with good writing... just as Internet-based deathmatches with Excuse Plots became popular. It had a full orchestral -- and we mean orchestral, as in "a big bunch of real musicians" -- score, in a time when techno was almost required on the soundtrack. |