Out There: Oceans of Time is a game I wanted to love more than I actually did. Everything is there for a great indie space opera: a fascinating universe, quality writing, sublime illustrations, and rare narrative ambition. But the game trips over its own mechanics. The uneven balancing and convoluted resource management regularly break the enjoyment, and the inability to choose between a measured narrative experience and a demanding roguelite leaves an impression of incompleteness.
The world and writing are the highlights – thoughtful, poetic, filled with weighty choices. The hand-drawn art is stunning. The soundtrack is atmospheric and perfect. But the roguelite structure constantly clashes with the narrative focus. Resource management is needlessly complex, balancing is all over the place, and death sends you back to the start, punishing you for engaging with the story. It never fully commits to being one thing or the other.
Mi-Clos Studio delivers an endearing, beautiful title packed with good ideas, but it needed serious balancing work to hold all its promises. Recommended for patient interactive fiction fans willing to overlook its flaws. A wasted potential, but a journey still worth taking for the right reasons.
Full French review:
https://rogueh24.fr/test-du-jeu-out-there-oceans-of-time/
«Time-tested»