{"id":5218,"date":"2017-11-14T23:52:00","date_gmt":"2017-11-14T23:52:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/309640"},"modified":"2017-11-14T23:52:00","modified_gmt":"2017-11-14T23:52:00","slug":"how-outcast-second-contact-was-revived-for-2017","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2017\/11\/14\/how-outcast-second-contact-was-revived-for-2017\/","title":{"rendered":"How Outcast: Second Contact was revived for 2017"},"content":{"rendered":"<p>You may not have heard of the game <em>Outcast<\/em> when it came out, but in 1999, the idea of an open-world game with factions, procedural dialogue, and other unique mechanics would have sounded like something out of a time machine. And yet, there it was! Loud, proud, and dripping with inspiration from French sci-fi comics and films.\u00a0<\/p>\n<p>As it turns out, the game&#8217;s creators love the world they built so much they decided to give it a polished upgrade for 2017. Today, <em>Outcast: Second Contact<\/em> launched on Steam, Xbox One, and PS4, and it&#8217;s a unique remaster of the original game, preserving its audio and general gameplay while upgrading its visual assets and a few collision detections.\u00a0<\/p>\n<p>And on the Gamasutra Twitch channel, we were lucky enough to talk with one of the developers who worked on both the original game and <em>Second Contact<\/em>: Franck Sauer, who did art direction for the original game.\u00a0<\/p>\n<p>You can watch our full conversation with Sauer up above, but in case you&#8217;re hopping in a time machine back to 1999, we&#8217;ve collected a few interesting highlights for your perusal below.\u00a0<\/p>\n<p><strong><em>Outcast: Second Contact<\/em> is able to use old code and audio thanks to Unity<\/strong><\/p>\n<p>If you quickly glance at videos of the original <em>Outcast<\/em>, then look at the modern game, you may be surprised how much the controls and audio are so similar to the original. That&#8217;s because, according to Sauer, it&#8217;s a lot of the same old code, tech, and design under the game&#8217;s hood. By using a Unity plugin to keep the old game running in the background, Sauer&#8217;s colleagues were able to build new assets and a new UI that could be layered over the old game.\u00a0<\/p>\n<p>That does mean a few old animations look slightly stilted, but as you can see from our time with the game above, it gives it a unique feel that bridges the decades from 1999 to 2017.\u00a0<\/p>\n<p>It&#8217;s worth noting that there are other game engines out there that could have performed the same task, but it&#8217;s interesting to note that we&#8217;ve reached a point in technological development where new engines can help developers restore and republish their older games.<\/p>\n<p><strong><em>Outcast&#8217;s<\/em> unique look and feel is fueled by old-school tech limitations<\/strong><\/p>\n<p>Since a lot of Sauer&#8217;s original work on <em>Outcast<\/em> was with the game&#8217;s art direction and style, he was able to explain where the game&#8217;s look came from, and how everything from the level design to environment choices had to do with the limited tech available at the time.\u00a0<\/p>\n<p>For instance, in the case of the &#8220;rice paddy field&#8221; that defines the game&#8217;s first area, Sauer says that the limited ability of the so-called &#8220;voxel assets&#8221; they were using helped this grassy, staggered area feel possible. Since even making these 3D assets look good was a challenge for the day, Sauer and his colleagues were able to get creative and use them to create environments that suited their design, which in this case, was a staggered rice field.\u00a0<\/p>\n<p>In another case, when we commented on the maze-like structure of the area, he pointed out that the map editor developer\u00a0Appeal had developed at the time required editors to look at the area from the top-down, like a 2D game. This gives the space a far more labyrinthine feel than many open-world games have today.\u00a0<\/p>\n<p><strong>Compared to 1999, players are &#8220;better educated&#8221; about games, which makes marketing them &#8220;easier&#8221;<\/strong><\/p>\n<p>As we have noted many times on the Gamasautra Twitch channel, marketing games in 2017 is really hard. But how hard is it compared to 1999? From Sauer&#8217;s perspective, it&#8217;s a lot &#8220;easier&#8221; because according to him, the people who buy games are better educated and don&#8217;t need to be taught about what a game &#8220;is.&#8221;<\/p>\n<p>That obviously doesn&#8217;t wipe away the modern marketing challenges game developers face, but it&#8217;s a reflection that helps see developers how far we&#8217;ve come, and dream of a future where modern sales challenges fall away like ones of old.\u00a0<\/p>\n<p>For more developer interviews, editor roundtables and gameplay commentary, be sure to <a href=\"http:\/\/twitch.tv\/Gamasutra\">follow the Gamasutra Twitch channel.<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>You may not have heard of the game Outcast when it came out, but in 1999, the idea of an open-world game with factions, procedural dialogue, and other unique mechanics would have sounded like something out of a time machine. And yet, there it was! Loud, proud, and dripping with inspiration from French sci-fi comics [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":5219,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-5218","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/5218","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=5218"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/5218\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/5219"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=5218"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=5218"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=5218"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}