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A Physicist Plays Outer Wilds (and explains it) 

Raitro
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14 авг 2024

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Комментарии : 346   
@Raitro_
@Raitro_ 5 месяцев назад
Hey all, if you have criticisms on my take of the game near the end, I hear you. I responded to alot of comments about the end of the game, and people have shared their perspectives. Alot of which I disagree with, however I agree with alot of what some people have brought up. For example, I was completely wrong about how the Orbital Probe Cannon worked, and what one of the masks in the ATP represented. This slipped through my redraft and research prospect and I dreadfully apologize. I strive for factual accuracy and I fell short. The TL:DR is that there is an explicit codex referencing how the ATP is directly hooked up to the orbital probe and I missed it. I do plan on making a follow up where I more dive into my criticisms and the rebuttals many commenters brought up, so I want to thank you all! For having as much as a perspective of loving this game that you felt the need to leave a comment to dive into why my view was unfair. As for it leads to good discussion and probably a better follow up vid. I wish to justify more of my storytelling perspective than the 5ish minute section of the video allowed. I have alot of good conversations in the comment section about how I feel about certain defenses, so browse if you wanna know the perspective. Otherwise, this will be added in a touch up video in sometime in the future. Feel free to add more to the discussion by commenting your take on a section of the video, and I'll probably respond and add to my new section in which I include my coverage of the "Echoes of the Eye" DLC. Also, if you're complaining about my revisions specifically, there is a line in the video that specifically says "The point of me making these broad revisions is to show that making a story like 'The Outer Wilds' does not need to rely on contrivance" So it's more of a proof of concept that the game would be mostly similair without needing the coincidental nature. It's not a fully fleshed out idea! As always, if you wanna know my first impressions, I have a supercut of me playing through the story here ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-qdv3YCrIlus.html Otherwise, the video in regards to physics concepts and my general opinions on how I feel about the story exist completely on their own. Untill I cover the DLC, Peace :)
@MasonLopez
@MasonLopez 5 месяцев назад
I liked your playthrough a lot. Most of your criticisms are just fine, especially anything nitpicking the science behind what we're being shown. You're a physicist, why wouldn't I expect you to be a little harder on the conveniences of the game. Ultimately, I fiercely oppose your proposed revision of the story, but only because it spits in the face of my favorite part of the game. The death of our desperate need for a "Villain" to defeat and make ourselves feel better about what's happening. The game is rooted in the idea that sometimes the universe is just the way that it is. It IS random. We see villains and heroes and intelligent designers, but actually it's just a series of systems that we don't understand yet. When we DO unravel these designs, it's not Cassava sitting on the Sun station with his finger on the button to blow up the sun. Instead, it's just the end of the universe. Coincidence. A system we didn't fully understand and needed time and effort to unravel. My friend Solanum put it best: "I no longer believe, as I did as a child on Ember Twin, that the Eye of the universe (the source of the signal) wishes to harm us. But it may not want to be found, either. In fact, the Eye may not have wishes at all. We have no evidence supporting this. The terrible circumstances of our arrival here were almost certainly exactly that: circumstance. I suspect imagining we are special to the Eye in some way is wishful thinking. The Eye might have called out to any sentient species. Or it might not have been calling out at all, and that my ancestors heard the Eye’s signal holds no great, deep meaning. This wouldn’t be so bad, I think." Can't wait for your DLC playthrough!
@Deorman
@Deorman 5 месяцев назад
I agree with you a lot about the investment we had with the character, I was a bit disapointed we had not more to do with them, like sidequest or things like that, it would've make the reunion with them at the end more impactful. But it's still one of the greatest game I ever played.
@marinperkovic2117
@marinperkovic2117 10 месяцев назад
In the case of Brittle Hollow, the reason it's only starting to fall apart now can be found on its moon, Hollow's Lantern. Inside of one of its volcanoes is a small Nomai structure. One of the things that can be found there is a warning message stating that increased solar activity has caused Hollow's Lantern to become more active. The implication is that Brittle Hollow is only beginning to fall apart now because of volcanic rocks raining onto its surface (this can be seen by observing that the pieces of Brittle Hollow break only when struck by a volcanic rock).
@Raitro_
@Raitro_ 10 месяцев назад
That's true! However there are writings that indicate that volcanic activity has been active since the days of the Nomai. Enough danger for them to seek permanent shelter underground. I assume that would also deal serious damage to the planet to make its current state still improbable. Well, not as improbable without the writing, so I guess it is a little better. Tho I don't get how increased solar activity would lead to a more active volcano.... sooooo... the game might have another issue of not explaining that 😅
@96ace96
@96ace96 10 месяцев назад
​​@@Raitro_Increased activity means there was some beforehand. Presumably there were a lot fewer meteors before the timeloop, and maybe they weren't as big either. It may be that a particularly large meteor cracked the crust and began the collapse, and that that meteor fell a short time before the timeloop started. Brittle Hollow only began to fall apart recently after all. It was just dangerous to stay on its surface long-term before. As for why the increase in solar activity correlates to an increase in volcanic activity... I got nothing. Something something quantum maybe.
@RawenOfGrobabc
@RawenOfGrobabc 10 месяцев назад
@@Raitro_ Well for one, increased solar activity could be anything from magnetic or light intensity going up, both, or even the star ejecting material of some kind. Assuming any one of these is true, the interference of the magnetic waves could churn the lantern and make it more active, which could de-stabilize the crust of Brittle hollow, an increase in solar energy or light could just heat up hollows lantern and make it more active that way, or even "melt" brittle hollows crust since there is ice on it, which might indicate that ice played some role in keeping the planets crust together. And lastly, if its just the star ejecting material out into space (whether or not this is common for red giants i dont know) the sheer pressure of the solar wind could cause any number of effects on either stellar body. Now its probably a combination of these effects, so it ought to make a lot more sense with all this in mind?
@conboi124
@conboi124 9 месяцев назад
And that it has been weakened for thousands of years to the point of breaking
@Raitro_
@Raitro_ 9 месяцев назад
@jessehelminen1814 I would accept this as true, however I have dug into some papers on it for my own intellectual curiousity, and none have proven volcanic activity increases when solar activity increases (at least on Earth / neighboring planets). I suppose this is just like that tornados spinning oppisite that push objects down in terms of silliness, so I guess both reveals are kinda the same in terms of you could never intuit that either effect was the case, as they had shoddy reasoning/justification.
@liyeh7141
@liyeh7141 8 месяцев назад
>one of the best experiences I ever played >6/10 sheesh...
@aurorazuoris6654
@aurorazuoris6654 10 месяцев назад
1:05:33 the third mask is the probe launcher, it's not being put in new coordinates manually, it gets back data trough each loop & sends it back to see if it found it, and to pick a new direction. That's how you could read before that it already shot 9 million probes.
@qwertyuiopoiuytrewp
@qwertyuiopoiuytrewp 10 месяцев назад
ywnbaw
@LukasJampen
@LukasJampen 10 месяцев назад
The masks also only activated once the Eye was found as that is the moment you get pulled into the loop and why you don't have to play through 9 million loops.
@RawenOfGrobabc
@RawenOfGrobabc 10 месяцев назад
Indeed, this is also the reason why the probe cannon cannot "have fired wayyyyy before the main character starts the game" because the probe cannon only fires 22 minutes before the sun explodes, it picks a random spot to fire at, and breaks on its *FIRST* shot! because the Nomai who manned it, amped up the cannons power output beyond what it could handle, so the cannon in fact only EVER fires just one probe! But because it fires 22 minutes before the sun explodes, it goes back in time, to before it actually fired, compares the data it got back from the probe, notices that it did not find the eye of the universe, and repeats the random shooting of the probe! The moment the player happens to walk across the statue and gets ash-twin-project'd, is the moment that the orbital probe cannon found the eye of the universe, the masks activate, and whoever happened to be next to the mask at that exact moment, gets pulled into the project. After that, each subsequent loop, the cannon repeats its firing sequence for some reason? but its already found the coordinates, the tracking module falling into the core of giants deep is also foretold in the Nomai logs when a couple of them mention that a constructed part of some spaceship or maybe of the cannon (i cant remember) fell through the currents, all the way to the core, and the Nomai were fascinated by this because they didnt think it was possible, when in reality this is basically just foreshadowing that the Nomai tech is dense enough to sink past the currents. Lastly, a side note: I dont know if this is true but might the Nomai spaceships be able to pass through the current of Giants Deep if you managed to pilot the ship over to it? If so, this would also just further show that the Nomai tech could fall through. EDIT: if im not mistaken, this video shows exactly what im describing in my sidenote. ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-9tLg6oqvOIs.html
@quantumblur_3145
@quantumblur_3145 10 месяцев назад
ong google translates that to "poop"
@colinbeatty
@colinbeatty 10 месяцев назад
@@RawenOfGrobabc My guess as to the reason it keeps firing after finding the Eye is that the Nomai didn't bother to program it to stop... to them they didn't need to since they could just turn off the Orbital Probe Cannon manually once they found the Eye.
@Ardev0n
@Ardev0n 7 месяцев назад
I wouldn’t make a Nomai an antagonist, that goes against everything they hold for the entire game
@SamuSeen
@SamuSeen Месяц назад
On the other hand...
@jon2922
@jon2922 9 месяцев назад
Personally I loved the idea that the whole thing is balanced on a knifes edge of coincidences, that as you go on and learn more you realise this isn't just some laid back explorarion, the universe is dying, your sun is about to explode, you're the *final* link in a chain of good fortune and now you've got 22 minutes to figure out what, if anything, you can do to finish the chain with a "win". It's practically the whole story of humanity, our mere existence is built on a mountain of coincidence and good fortune, so much so that it's unlikely, even on a galactic scale; yet here we are now, only just realising our fragility and rarity, all right at the moment when we face the potential end of intelligent life and it's up to us to fix it, somehow. Sometimes "we got lucky" is just good enough. (Also theres the theory, helped by a couple of bits in the DLC, that a conscious observer in the eye of the universe not only creates the new universe but destroys the old one, *all* the stars in the galaxy are going supernova, not just this one. It creates a sort of bootstrap paradox, that the universe is only dying because you entered the EoTU but you only enter the EoTU because the universe is dying, if you weren't yet in a position to be able to reach the EoTU, if you'd not finished the translator yet or it wasnt launch day or something then the universe wouldn't be ending because you wouldn't be capable of ending it yet. Brain hurtingly paradoxical and only a theory but also a good explanation for why your star dies so quickly and at the same time as all the others, rather than them all burning out one by one over millions of years.) (Also also, one explanation for any inconsistencies with our universe is that this isn't our universe, the rules are familliar but different, that's just how it works in this universe and at the end, in the new universe, the laws of reality are probably subtley different again, who knows if it's universe 2 or universe 2 million)
@codebracker
@codebracker 2 месяца назад
Thwe universe was dying anyway, but because time doesn't exist in the eye, you can simply wait for all the stars to die and then create a new universe.
@Valkyrou
@Valkyrou 8 месяцев назад
Hi I'm also a physicist. I think a lot of your questions about this solar system can be answered by exploring more. It's not as contrived as you believe it is. And for the few sections that are, I believe they serve greater artistic themes that you just aren't catching because you are being so literal and focused only on the casualty of event to event. You are so focused on how to make events "objectively better", you're missing a lot of the beautiful and terrifying messaging the artists are portraying. It always disappoints me how bad other physicists at interacting with art :/
@Raitro_
@Raitro_ 8 месяцев назад
1) nah dude. I found mostly everything. You're kinda just wrong 2) I don't talk about the themes cause I don't find them as interesting as story structure and contrivance. I mean, themes and meaning come from story structure, plot, and characters. When plot is in shambles because of massive contrivance, it hurts the themes intrinsically. Alot of people are missing the trees for the forest when it comes to this game.
@eloise2319
@eloise2319 7 месяцев назад
You should watch About Oliver's playthrough! He's an astrophysicist and he actually understands the themes and story of the game! Very enjoyable to watch.
@Raitro_
@Raitro_ 7 месяцев назад
Are you claiming I don't Understand the themes? I do. I just find the game lacking despite them. It's that simple (Not to mention, that the supercut fiasco of people clipping playthroughs is just straight up unethical content, but I digress)
@derpderpin1568
@derpderpin1568 3 месяца назад
@@Raitro_ Wow you're a douche.
@scifywriter9768
@scifywriter9768 26 дней назад
​@@Raitro_ Correct. You didn't. Because you never gave a good coherent explanation of them in your video. You're so stuck in your own interpretation of reality that you are unable to analyze the game independent of that. "I honestly don't understand what happened there", at 1:19:00 -ish and "1:21:10 -ish "I have no idea why any of this makes sense" is a good summation of your playthrough. You literally disregard the story being told in favor of head-canon, and spend the last few minutes explaining why you think your explanation is somehow better. It's not. It's just what you think, and what you think disregards the themes of the game; Death, Inevitability, Other People, Building on What Came Before, Sacrifice. Mauler would not approve of your analysis of this story.
@auramaster2068
@auramaster2068 10 месяцев назад
I think the point of the ending is basically summed up in what Riebeck says. Things today won't last forever, our art, our societies, everything about ourselves will all eventually fade away, but new things will be built on top of that. I wouldn't really say it's about the friends made along the way. Also you should definitely play the DLC if you haven't already.
@flyingnoodle3267
@flyingnoodle3267 5 месяцев назад
100%. It’s about accepting both life and death for what it is, and knowing that it’s okay to die. Nothing lasts forever, and that’s what makes it beautiful.
@LukasJampen
@LukasJampen 10 месяцев назад
The thing with the npcs is that I went back to them every time I discovered something new on their respective planet because I wanted to know what they had to say about it. Therefore I talked a lot more to them than you probably did. My interpretation is that the big bang only happens when an observer enters the eye. Sure the observer part isn't realistic but I like the idea that the universe needs life to create more or new universes and maybe that it exist for life to observe it. Also I love that in the end picture we see inverted planets meaning the new universe works differently but life sitting around a campfire still exists.
@Caleb_Plehn
@Caleb_Plehn 10 месяцев назад
Really great video! It was fun to watch, funny, and leaves me hoping you'll play the DLC. Here's some things I think you missed or interpreted wrongly (which I think relate directly to your list of coincidences or greater questions). The length is only because this game's explanations are freakin complex. -The only "randomness" with the comet is that it enters the solar system at the time the Nomai are attempting to blow up the sun. Their sun station wasn't turned back online. The station is connected to the Ash Twin Project, and was designed to power it. The fact it couldn't fire means they didn't need to turn off the ATP. It would never start unless the sun exploded. The comet happens to go through at this point, but from the sound of it, the Nomai had been tracking its approach before the ATP attempt, and with its failure, they decided to take a break and check out something new. Its possible that them visiting the Interloper is the REASON it ruptured, in which case, there is a sense of dramatic irony that their curiosity is both what gets them killed, AND what enables us to find the eye. With their death, the ATP is just sitting at the ready, waiting to be powered. Not coincidentally. Perfectly reasonably. This was BOUND to happen. If not to us, then any one of the heartheans. Which is why it also happens to Gabbro :) -The cannon's module explodes because of the Nomai's enthusiasm. Several Nomai decided to crank the power, reasoning that because of the Ash Twin Project, it only needed to fire a single time, and more power would make the probe travel faster, thereby increasing the projects' odds of success. This is why it happens to explode. The reason the module falls down to giants deep is because its gravity pulls it in. The reason it sinks beneath the surface is either (less likely) because it is pushed down by a cyclone (the nomai figured out the cyclones could do this because it happened to another of their parts during the cannon's construction) or (more likely) because the explosion's power sends the part beneath the current. You can see this for yourself: If you fly your ship fast enough at giants deep, you can actually reach the velocity required to penetrate the current with your ship. There's an achievement for it! -Brittle Hollow is breaking BECAUSE the sun is going supernova. There's a volcano-moon log that says as much explicitly. -This leaves only the Hatchling's translator and inaugural flight as "chance". I'll get to that at the end. -The Quantum Moon fog makes more sense when you consider all the pieces of "observation". If you take a picture of a quantum rock, it stays still. If you shoot your scout onto the rock and turn around, it will move, even though you can see the distance tracker on your hud. This is because, although you were observing the technical position of the quantum rock, you didn't observe its surroundings simultaneously. Further, not SEEING the quantum object is enough for it to move, even though the hatchling should be able to use their other senses to observe it in some way. This shows us that its not precisely observation of the object itself (you should be able to feel it beneath your feet when you stand on it in the dark), but rather precise observation of a quantum object in relation to its surroundings which impacts how it behaves. When you take a picture of the quantum moon's position in space, relative to everything else, it's not the fog of the moon you're observing. It's the moon's position relative to space that you're observing. Therefore, when you fly into the fog, you can no longer observe the quantum moon relative to surrounding space, so it moves. But if you take a picture and land on its surface, you are once again observing the moon's relative position, because you can see which environment it is currently reflecting. -We are brought into the time loop only AFTER the project succeeds: meaning when it finds the eye of the universe. You can actually track how many loops you've been in by measuring the counter in the tracking module and subtracting the probe number that was listed as successful. There is text on Giant's Deep in the memory statue workshop that explains that the statues are designed to trigger only AFTER a success, OR in the event of a failure. The former is to keep the nomai from going mad from the millions of loops it would take to find the eye randomly, and the latter is to keep the nomai (and the universe) from being trapped in an endless 22 minute timeloop in the event that something went wrong. (like the cannon not firing) -You mentioned that the ending doesn't make much sense to you, and felt like it came out of nowhere. Here's a few thoughts that may help: The game actually hints several times that the eye will create a big bang. First, in the museum where the game lays out its central premises (things like the supernova display, nomai tech, quantum rocks, the Heartheans being new to space, the importance of gravity, the planets in the system, and the baby angler fish) there are notes on the star chart discussing the galaxies moving farther apart, and the extrapolation that the universe may have had a beginning. Then, the nomai note that "the signal from the eye is older than the universe itself." Then, when we see Solanum on the moon, thousands of years after their people's deaths, we extrapolate that time doesn't function normally on the moon. Mixed with Solanum's observation that the moon's nature is BECAUSE of its proximity to the eye, we then can extrapolate that the eye itself, the MOST quantum object, must be even further removed from time. Once we jump through the quantum tunnel on the eye, everything from that point on is for our consciousness specifically. We see ourselves turning into a tree which turns into a campfire which turns into the gathering point for the final song. We see our fellow travelers, and solve minor puzzles that relate to their themes / character. We even see Solanum (but ONLY if we've solved the quantum moon puzzle, which at least partially addresses your wish that the end sequence was more personalized.) You brought up that you didn't feel close to the travelers, but this isn't the typical experience for players, and at least from the Hatchling's perspective, the travelers are significant. It's their music you hear when you pull out the signal scope. It's their clues you follow to find the southern observatory, Feldspar's camp, or the core of Giant's Deep. It's Gabbro who can teach you to meditate through a loop and avoid a painful or prolonged death. The travelers represent home. And you get to bring home with you to the end of the universe, probably to help your psyche deal with everything you're witnessing. And when the big bang happens, this is the result of your conscious observation of the eye itself. The after-credits scene reveals planets that reflect the one's you've seen. Depending on how much you've found or done in the game, this scene changes to fit your experiences. If you shoot your scout into the orb before jumping in to end the game, the scout is shown flying through the new universe. This is evidence that the "purpose" of the eye (if there is one) is for it to be observed by a consciousness, so that the universe can begin again. Before jumping into the orb, if you speak with Solanum, they will tell you "I believe we’ve reached the end of our journey. All that remains is to collapse the innumerable possibilities before us. Are you ready to learn what comes next?". And if you say "No", she will say "It’s tempting to linger in this moment, while every possibility still exists. But unless they are collapsed by an observer, they will never be more than possibilities." Likewise, at the Quantum Moon, she says "As one approaches the Eye, however, that uncertainty grows enormously." Put it all together, and we can extrapolate that the eye somehow contains, taps into, or exists as every potential universe, simultaneously, in quantum form. Your act of observing collapses these into a single universe, which is "chosen" according to your consciousness and experience. Quantum Mechanics in Outer Wilds are crazy and not strictly based in reality, as you point out, but it all follows the logic that the Eye is this game's version of Quantum Mechanics taken to an absolutely absurd extreme as the central plot device. -Lastly, on the spiritual note, and the extreme coincidence of the Hatchling having the translator and being ready to launch on the SAME DAY the sun explodes. I don't think this is immersion breaking. In fact, I think one of the whole narrative points of the entire game is how absurdly convenient all this is. It's as if we were "chosen" by the eye. You'll notice that even the Nomai wrestled deeply with this question. They question if the eye has a will of its own. If it knows what it is doing. If it meant for the Nomai to find it. We see at the end of the game that at the very least, it is meant to be found by someone. But perhaps this isn't the right way of looking at it. Perhaps these "coincidences" are actually inevitability at work. If the eye represents all of potentiality, and it is the force that created this universe, then us finding it and continuing the chain is inevitable, either in our timeline or a parallel one. But I think - importantly - this is a question intended to be left unanswered, and changing the circumstances we find ourselves in would detract from this question. You are MEANT to feel lucky to have been at the right place and the right time. You are MEANT to experience a sense of meaning. And you are MEANT to question that sense of meaning, and to wonder "what WAS the point of all of this?" To which the game seems to say that perhaps the act of observing is itself the point. Or, as Gabbro puts it in his final line: "It’s the kind of thing that makes you glad you stopped and smelled the pine trees along the way, you know?"
@Robin_hood27
@Robin_hood27 10 месяцев назад
Seemingly the whole game’s mysteries have answers, really, I’m surprised he missed a lot of them. Especially how the probe tracker being pushed under the current isn’t a result of the launcher breaking within each loop.
@ChaosXeloc
@ChaosXeloc 10 месяцев назад
Thank you for this comment. Even as knowledgeable as I've become on Outer Wilds over the years, I still feel like these bits of information helped me reach new/better conclusions to some things (QM fog has always been a head-scratcher, but I like your intepretation). Granted, some of it's a bit head-canon at the end of the day, but some things just have to be.
@Raitro_
@Raitro_ 9 месяцев назад
I don't know what to say other than I just don't agree with alot of your points. I'll try to elaborate in a way below. Alot of your points miss major parts of what I deemed flaws to the story. "Randomness" - yeah, the comet and you gettting ATP'd were random in nature. It doesn't matter if it was seen coming in the future, it's still unlikely in it's timing. - Still doesn't explain how the module fell beneath the electrified core. The only possible explanation (that the module is electrically insulative) is kinda meh at best ( i explained this in another comment). - Brittle hollow not being broken apart is filled with contradiction. The moon was enough for the nomai to seek permanant shelter underground (as confirmed by logs in the hanging city), but yet they have settlements above ground? Like.. was the moon an oppresive force or not? And if it was, it should have broken apart the world so much. - Quantum moon argument, really makes no sense from a physics standpoint. From an outside perspectve, there is no distinguishment from the fog or the moon, as they are the same from far enough away. The moon as a whole is not different than what you observe. This section of the game makes no sense period. - This point (orbital probe cannon), I've admitted this L on. Missed a couple pieces of info there, and that's on me. - I don't like this interpretation of the end. As quantum mechanically, a wavefunction collapsing does not produce energy and thus cannot produce a universe. This is why I brought in an alternative explanation on the heisenberg uncertainty principle. It's an explanation that requires less assumptions from physics concepts. It's a way that the "big bang" at the end makes more sense than whatever the heck they meant by possibillities collapsing. The people at the end I don't feel close with, but EVERYONE at the end had a journey. So a reflection on the journey would connect with more people because it's a shared experience. Connecting with the space-farers only has emotional meaning if you liked/connected them. My suggestion for the ending would overall make it more inclusive. - Lastly, every story can be explained away by "it had to be this convenient" so I don't accept the argument. You can make this for literally every piece of media. The universe HAD to have the story resolve this way. It's... just unfalsifiable at the end of the day so thus I don't accept it. Imagine watching The Room (By Tommy Wisseau) and feeling like "it HAD to be poorly acted. it HAD to be poorly written otherwise we wouldn't get the conclusion". This is using the ending the writer made to justify the beginning, which it should work in the opposite. So yeah. This game has some shit in it's story telling. And it's fine if you like it more, but it's really flawed from a story-POV. Appreciate that you were determined enough to leave a comment that long on the video, but I just don't think most of your arguments hold water. I think the best way to phrase how I think about this game, is that how much one enjoys a piece of art and the quality of the art are two different things. The quality lacks, despite several commenters (and wayyy more online) enjoying it. There is a discussion for how much a person enjoys The Outer Wilds, but I focused more on the quality in it, rather than relying on personal experience or subjectivity. Regardless, thanks for watching!
@Caleb_Plehn
@Caleb_Plehn 9 месяцев назад
@@Raitro_ Thanks for your detailed response! I wonder if we're somehow misunderstanding each other somewhere here. It seems like your responses either missed some of my reasoning, or I'm missing some of yours. The long comments are not intended to be exhausting or rambly. I'm just trying to give you full, coherent arguments to grapple with. I know you're probably busy, however, so I understand if you never respond. I wish you the best with the channel either way! -I gave two plausible explanations for how the module fell beneath the current. Then, when within the core, you can see the old cannon part which was pushed beneath the current during the cannon's construction. This shows us that Nomai structures are not repelled by the core's field. This is likely because, as far as we know, the Nomai have no electrical systems whatsoever. Whereas the Jellyfish (and our ship, suit, and scout) all do have electrical components, and thus cannot enter the core without insulation. This perfectly explains how the canon module came to rest within the core. Or have I missed a concern of yours? -Brittle Hollow is not broken prior to the start of the game because Hollow's Lantern is not even remotely as active prior to the start of the game. When the Nomai land, they acknowledge the danger of the Lantern, but (as evidenced by their above ground structures) they must have learned that it didn't pose as great a threat to their structures (at the time) as it did to their bodies. The structures above ground (the observatory and the warp receiver tower) were originally fully covered (you can see the structure of their buildings elsewhere, and how these ruins have deteriorated), while the entrance to the tower of quantum knowledge leads directly to the quantum shard, which they've clearly established in the Dry Lakebed that they are willing to risk their safety to investigate. They wanted their city underground so they could walk about freely. Above ground, they would have sought shelter immediately when the moon came by. Its also possible, and not at all a stretch, to assume that the volcanic moon would have been capable of going through periods of relative calm. The fact Brittle Hollow is there for the Nomai to land on in the first place is proof that the Lantern, in its natural state, is incapable of breaking the planet apart. Thus, this only happens when the sun greatly increases the Lantern's activity. Where is the contradiction you're seeing? -Your rebuttal to the Quantum Moon argument I made didn't really address my point, unless I've misunderstood yours. Within the game's logic, EVERY quantum object acts quantum only when you stop observing the object's immediate surroundings, not just when you stop observing the object. This is why you don't get entangled with the quantum object until you are in total darkness. The fog prevents you from observing the Moon's surroundings while inside of it, whereas while you are outside of it or landed on the moon's surface, you CAN observe the moon's surroundings, and therefore the moon does not move until you enter and utilize the Shrine. The fog is only relevant because its the feature of the moon preventing you from observing the moon's surroundings while you are within it, in the same way that darkness prevents you from observing the moon's surroundings while you are in total darkness, or when blinking as you first wake up. You're right that the fog and the moon are not distinguished from further away. This is exactly my point. Where do you see a flaw in this reasoning, within the game's logic? -You're arguing how the ending should have been from knowledge of real world Quantum Mechanics (and you've used arguments from real world physics to back up other points, as well). I think that's a mistake. The game doesn't even pretend to be based on real-world quantum mechanics. Someone can watch Star Wars and say "Telekinesis doesn't work in the real world!" all they want, but the Jedi can still lift things with their minds within that universe, and that by itself doesn't make the story any less meaningful, or interesting. In this sense, the game's quantum mechanics are no different than the force is in Star Wars. What matters is if they follow the GAME'S logic, not if they follow real world logic. This is how suspension of disbelief works in all of fiction, isn't it? I'd argue that your interpretation of the ending fails to address the information actually delivered by the game itself, and so is a lesser interpretation (by which I mean not as grounded in the material being interpreted as other interpretations are). Within the game's own logic, (and ignoring what you know of real world quantum mechanics) do you disagree with the interpretation I've provided for the ending? Mine is the generally accepted interpretation, as far as I can gather, so its at least plausible to assume that the game does imply my conclusions, rather than yours. -I'm very much NOT arguing that "It HAD to be this convenient!" in the sense of "There was no other way to make this story work!". What I'm arguing is that the extreme convenience that remains (the protagonist's absolutely perfect timing, and the comet's fateful approach) is one of the central FEATURES of the narrative, not a flaw within it, and removing that convenience removes the feature itself. You very well COULD remove all conveniences from the story. Give a reason that it was specifically us that was chosen. Explain that the comet was there all along, and the Nomai simply waited to explore it till after they finished the ATP. You could make a good story from that! But that isn't the same story. This is a story about the inevitability of the Outer Wilds universe, and the significance of conscious observation within that. Imagine telling a story that was ABOUT inevitability, or absurd convenience. How would you tell that story, without including the thing you saw is by default a flaw? Are you arguing that telling those stories at all is a bad artistic pursuit? And if not, aren't you admitting that having those conveniences does not by default entail a flaw in artistic design? For these reasons, I suspect what you are deeming as "a lack in the art's quality" is actually a failing on your part to engage with the art as it was intended, or a misinterpretation, rather than a flaw in the art itself. Ergo my long response, which I only give because I watched your video and saw you cared enough to make an essay about it, and thought I'd put the same effort into my rebuttal. Have I still missed something that you viewed as a major flaw in the story?
@earthrockcity8309
@earthrockcity8309 9 месяцев назад
YES FINALLY SOMEONE ELSE WHO THINKS THE FINDING OF THE EYE IS INEVITABLE AND LUCK PLAYS NEARLY NO PART IN THE STORY
@yjk92
@yjk92 10 месяцев назад
1:05:22 The statues didn't activate as a failsafe. The statues activated because the coordinate for the Eye of the Universe was found, which would alert Nomai to deactivate the Ash Twin Project and the Sun Station, had it worked as planned. I would also disagree with the notion that if a story contains unlikely, incredible events, it's a bad storytelling. Unlikely events happen in real life, after all. Anyway, I really enjoyed this video for the most part.
@Raitro_
@Raitro_ 10 месяцев назад
Well, the statues activated because of the supernova. So it is causal related. Think you're really just nitpicking the word failsafe there, my point is still clear even if you don't agree with the word choice Yeah sure, somewhat unlikely events happen all the time. But these events are almost impossibly unlikely. Analogous to having a prisoner escape a jail cell, because the gaurd had a brain aneurysm and threw the key through the door cause of it. If the story hinges and such an unlikely event like that, it's bad. Cause those unlikely of events just... well don't happen
@Zandofle
@Zandofle 10 месяцев назад
@@Raitro_ “The statues activated because of the supernova.” This statement is objectively incorrect. Statue Island on Giants Deep implies how the Statues work while the Ash Twin Project on Ash Twin and the Probe Tracking Module on Giants Deep explicitly states how the Statues work. From the Probe Tracking Module specifically, we know that the probe has launched a number of 9,318,054 + X where X is the number times the player has looped, and that the 9,318,054th probe found the Eye Of The Universe. Given that both the player and Gabbro aren’t aware of the prior 9,318,053 loops, as evident by their conversation if the player has not died/looped yet, then the Sun has been supernovaing 9,318,053 times before the Statues link to either character on the 9,318,054th loop, the loop where the Eye Of The Universe is found. TLDR: if the Orbital Probe Cannon found the Eye Of The Universe on it’s first launch, the Statues would activate without any supernova being needed to send the data back 22 minutes. As for unlikely events, we literally have real world examples. Meteor, Dinosaur, need I say more? So while unlikely, it’s not impossible. The phrase “Truth is stranger than fiction” exists for a reason after all.
@Raitro_
@Raitro_ 10 месяцев назад
The dinosaurs existed in the solar system for 100s of millions of years. The nomai were there for 2 generations. Statistically, dinosaurs is way more justifiable for a meteor, the nomai aren't for that fact alone. Not to mention that it was a super comet than can kill am entire solar system rather than a planet. And about the probe, other commenter pointed this out so I won't go into detail as I already admitted that L, but the only reason the probe cannon fired... was the sun going supernova. So casually the supernova is the thing that sets the plot in motion. It's why the probe fires (even in the first loop) and you get ATP'd. You just arbitrarily chose the starting point at the probe? One step back gets you to the sun
@Sekovatkain
@Sekovatkain 9 месяцев назад
I don't think it's fruitful to argue about the probability of these events in real life when we're talking about the narrative impact. Sometimes you have to suspend your disbelief and examine whether or not the events are narratively compelling or satisfying. I think the important thing to note here is that the story of Outer Wilds is primarily a mystery, which as a genre allows a lot of improbable events as long as they adhere to the internal logic of the world. So while I think character motivations could have added something to why the Nomai died, I don't think it a complicated coup plot would have fit the narrative as neatly. I actually think "they fucked around and found out" would have been the most cohesive character driven solution to this, which would've just required a minor addition of the Nomai accidentally setting the ghost matter bomb off by poking around (I'm not entirely clear on if this is actually what happened or if the comet happened to go burst with them inside). But I do like how it speaks to the cosmic horror that is the universe and how a single event could wipe us all out in an instant and there's nothing we could do about it. The second thing to consider is the gameplay elements. We're working with so many simultaneous time-relevant puzzles that I personally think are masterfully pieced together. I agree that it's awfully convenient that Brittle Hollow just happens to fall apart now after being bombarded for years, but I'm willing to look past that because I recognize what they're doing with it in relation to the time loop mechanic. (Even if Brittle Hollow is my least favourite planet after the Dark Bramble) TLDR; The story may have issues, but I think it comes together in a cohesive whole Also disclaimer: These are my opinions and you're allowed to disagree
@Mr_Unibruh
@Mr_Unibruh 8 месяцев назад
​ @Sekovatkain I totally agree with your point about narratively compelling events. I think all elements (in both mechanics and narrative) of the game are supposed to be hyper-exaggerations of their "realistic" or "sensible" counterparts. Not until after finishing the game did I realize a relevant connection between these exaggerated elements and a specific game design choice. The proximity of game features to the eye of the universe correlates to their improbability/exaggeration, both in a narrative and literal sense. Brittle Hollow's collapsing crust is a prime example of this improbability. The gravity cannon built here helps to *narratively* correlate Brittle Hollow to the eye because of Solanum's journey to the Quantum moon. I believe the eye of the universe "guiding" the events and mechanisms of the game is the crux of their improbable nature. According to the Eye Shrine in the Sunless City, the Nomai *do* acknowledge the possibility of the eye's signal being "...produced incidentally". However, immediately following is this question: "Does that mean the eye is any less important, though?" The game creates this need for a fantastic, "pre-destining" eye of the universe through the Hearthian's bleak prospects. What better way to resolve the nigh-unimaginable state of witnessing the end of a dying universe than the guidance of a nigh-unimaginable extra-terrestrial force?
@icerogue120
@icerogue120 10 месяцев назад
Also, I don't think they made 9 thousand (or was it a million) probes that got launched. I think the station is part of the Ash Twin Project, and each loop it launches the one probe at a different trajectory. Because it is part of the project, the data is saved and compiled. This is how I understood what information was presented to the player.
@nugget3687
@nugget3687 10 месяцев назад
Yes that is correct I believe, the loop has been going on for 9 million times, and the starues only woke up once a probe finally found the eye, thus you not actually experiencing the loop 9 million times
@bibeau756
@bibeau756 10 месяцев назад
yeah there's only a single probe that's being fired and a single cannon that blows up at the beginning of the loop because the Nomai that built it cranked the power too high
@underFlorence
@underFlorence 9 месяцев назад
Yeah, you can even see it in-game as every time you wake up, the probe is sent in a different direction. Without being connected to the ATP that would obviously be impossible.
@IsilionNELE
@IsilionNELE 2 месяца назад
Yes, they made ONE probe, and that got fired it during 9 million time loops
@SoberCake
@SoberCake 10 месяцев назад
Outer Wilds is not character motivated for a reason. Individual characters are tiny and meaningless specks on the vast canvas of space. A villain is not just something that this story doesn't need, but a thing that would actively work against the game's message: "The universe simply is, and we are. The unfortunate circumstances we find ourselves in are just that: circumstances." - Solanum That being said, I loved the supercut of your playthrough and this was a well rounded summary
@Raitro_
@Raitro_ 10 месяцев назад
"Character motivated" except for the fact that the comet (un-chacaractermotivatedly) killed an entire race. The story didn't need for that comet, but yet it allowed it. The universe simply wanted the comet to kill the nomai. The universe simply wanted the Hearthians to fill out their task. The universe wanted hearthians to find the eye, thus it's okay. All that is shody reasoning to be frank. Everything makes sense if you attribute destiny. That's an issue
@SoberCake
@SoberCake 10 месяцев назад
@Raitro_ what's your gripe with the comet exactly? Haha. It happened to be in the wrong place at a bad time, that's it. The universe didn't plan to use it as a nuclear weapon to wipe out the nomai. That's an accident, not a contrivance. It hammers the point that the universe doesn't give a damn, not because it's malicious, but because it's the way it is. Yes the interloper didn't have to exist and the nomai didn't have to die. They could've been the ones to find the eye and the story never would've happened. The end. Does a plot point specifically have to be sentient to not be contrived?
@Raitro_
@Raitro_ 10 месяцев назад
The issue is how unlikely that would be to happen. Watch the video I link during that section if you want more detail, but as I say, relying on impossibly low circumstances to get your conclusion is bad writing. Keep in mind a comet doesn't just happen, rather, the writer of the story specifically made it happen. It's analagous to a prisoner trying to escape from jail, only for the gaurd to have a heart attack and throw the key through the cell. Except, a comet has less odds of happening than a random heart attack, making this situation better than what happened in the game Anything done other than that would be better, villain included
@SoberCake
@SoberCake 10 месяцев назад
@@Raitro_ it's not impossibly low though? Plenty of danger in space. 1/3 of the nomai clan already died in the bramble, unrelated to the comet. A million other things could've happened to the rest of them in the span of 200,000 years, even if the comet didn't exist. They explored, they encountered an unknown danger, they died. A villain in this story would be like a third leg. I'm starting to think that's the astrophysicist speaking in you and not the writer.
@Raitro_
@Raitro_ 10 месяцев назад
It is impossibly low (astrophysicist btw). And agreed, they could have reached extinction millions of other ways, so why did the writer relied on random comet? It's honestly lazy. They didn't explore, the comet literally came to them. Likely killing them even if they didn't explore it. And, I'm not sure if you got what I meant by the villain, the point was to demonstrate that you didn't need the comet for the civilzation to die and used a moral disagreement and divide in the nomai as an example. You can easily have it be something else. You seem to be explicitly ignoring the part of the video where I clarified this, for the sake of strawmanning my argument that I thought it had to be done exactly like my example. Btw, the story still has villain, it's the comet. Villain is all about framing and something we do on the viewer side.
@HannonHawkes
@HannonHawkes 10 месяцев назад
"one of the best experiences I ever played. 6/10" WHAT DOES IT MEAN
@richardt.3882
@richardt.3882 10 месяцев назад
😂
@d_camara
@d_camara 27 дней назад
Judging by the end he wanted the story to be a pixar movie with a twist villain, and Skyrim skill trees and time skips and getting abilities like learning the nomai language and other learned skills through the game... So he wanted the game to not be all the things it is loved for being, like a knowledge based game or a game about the inevitability of death, decay, and how, and i quote Solanum "the universe just, and we are" Fucking lame, worst take on this game ever tbh
@eveoftheroses3766
@eveoftheroses3766 10 месяцев назад
I take issue as a writer with the section on contrivances. There is a fairly simplified explanation for what uplifts the game and what's genuine contrivances. If the Hearthians didn't have space travel by the time the sun went kaboom then we wouldn't have a game, it's entirely plausible that that could happen but it wouldn't be a story that was told and it would be just another universe that came to a cold, dead, end. As surely as ours will. But we tell this story because they did have space travel and they did find what the nomai had written. We wouldn't tell the story if they hadn't. Is it contrived that the probe tracking module falls below the currents? No it's just happenstance, if it fell to the waters below and got flung back out and just floated in a slightly different orbit or among the waves you wouldn't think twice of it. Again you don't tell the story about realising you are low on fuel, popping back into your ship and refueling. You tell the story of how you realised you were low on fuel, went to go back to your ship but realising "Oh it's just been yote off the interloper" and so you had to use controlled oxygen burns and a part aerobraking/part lithobraking manoeuver to land "safely" on timber hearth, where you had a marshmallow to heal up and a breath of fresh air. The Hearthians do have space travel however, and it is in fact the definining characteristics of them, aswell as how ramshackle their space ventures tend to be. It gives them heart and identity that they would not have if you were just a regular member of their society that happened to commandeer a space vessel after being stuck in the loop. The hearthians are like 40% astronauts, that's weird but it's fun, it's a part of hearthian identity to drink horrific sap wine and blast yourself off into space in a wooden spaceship because fuck it, why not? If it just enhances the story it isn't a contrivance. You touch on these but your revisions miss the point of what is wrong with contrivances. It isn't contrived if it adds to the story in an interesting way. It isn't contrived that they already have a translater as they have been manually translating for a while, this just makes it easier and then your hearthian uses it to learn things nobody has ever seen before because of the time and feckless disregard for our life rivaling Feldspars the loop gives us. It isn't contrived that it is an astronaut that is pulled into the loop because that gives the player reason to be introduced to all of the mechanics of the game diagetically, and of course plays to the genre of the space game. The Nomai dying after going "We failed, what can we do?" "We strive ever forward, we live to learn another day" only for their most recent discovery to be that which we know killed them is either a tragic dramatic irony or a horribly tragic payoff to the question of whether the nomai ever got over this failure depending on the order in which you discover things. Your revisions do not enhance or reflect the themes, it just makes it about petty politics and perhaps could be a reflection of real life petty squables but honestly that's outside the scope of the Outer Wilds story. Also it is frankly cliché. Also the idea of having time skips and montages would absolutely ruin the immersion from a gameplay standpoint. For the time I and many people play outer wilds we are all a Hearthian, just for however long we are playing. You are in their body, you speak with their people, and nothing they do is out of your control save blinking the sleep out of their eyes... which you do press a button for. To then wrench control away from your character to have a montage and say "Your character did this while you were seeing some pics" would entirely ruin the personal connection that you would otherwise have, and ruin the sense of true first person experience the entire game is based on. *You* figure out everything in this game, *you* do all the exploration to get to the information, and in the end you did it all as that little hearthian seeing every second save hitting autopilot and taking a swig of your drink, which wouldn't even break immersion as your hearthian could easily be doing that. I feel the continuous, unbroken, first person experience of the game is far too important to the heart of the game to be ripped away because it would be more "Likely" especially as none of these contrivances harm the agency of the characters nor the effectiveness of the game's themes
@Raitro_
@Raitro_ 10 месяцев назад
Like, idk dude. Didn't go much into detail about contrivances as it wasn't too relevant to the point of the video, so I only gave about a 1 sentence explanation of why it was bad. If you want a more thorough reason, watch the video I linked during that section. But regardless thanks for watching!
@eveoftheroses3766
@eveoftheroses3766 10 месяцев назад
@Raitro_ i know why contrivances are bad, my point was that i feel it is a misunderstanding of why contrivances are bad to label the things you do in the video as contrivances as they do not harm the story, it's themes or it's characters. The suggested revisions you gave would do just that only to reach for "liklihood," which is not necessarily more realistic, nor does it make for a better story Edit: I didn't comment on the rest as that is not my wheelhouse, and I will absolutely defer to a more expert knowledge on the physics aspects. And I want to make it clear my intention was not meant to shit on the video at all, just pointing out a section I disagree with from view of my own passion
@Raitro_
@Raitro_ 10 месяцев назад
Reducing contrivance does make for a better story though. Especially when the contrivance effects the plot of the story or characters. It may not matter for characters in this case, but it matters for plot. Convenience makes 2 major story paths [you and the nomai] set up in place. I mean, they literally allow the plot of the game to happen. And theme is built on the charcters and the plot. So one fundamental pillar is severely damaged by my 2 big issues. If you don't agree with me there, than we both have to anaylze even more base principles, to which I'll just defer again to the video again. Likelyhood should be considered, as unlikely events break immersion. Likely events are... well, expected. But there are many likely events a writer can go with to resolve an issue, so why choose the unlikely one? It's why I suggested stuff that was in-line with the crazy solar system they set up. Edit: And my intention was to make sure that you know it's okay to be wrong /s ;) Depending on my projects, I might follow up on this video (where I cover the DLC) where I spend more time on the criticism part of it (that was meant as a side tangent to explain what I thought about it, that's why it's only a 3 minute section about), where I can go into more detail.
@eveoftheroses3766
@eveoftheroses3766 10 месяцев назад
@@Raitro_ I get what you mean, we just fundementally disagree on the affect on the game and it's story. I don't agree at all that it effects the games plot or themes in a negative manner, in fact I believe it elevates them. I think some of the unlikeliness is entirely possible and makes the game more fun. I personally take the outlook that life is constantly full of unlikely events constantly happening, all which will be more likely to be remembered and retold than the likely ones, hence I think it's a bit more nuanced than "Unlikely events break immersion" to each there own I suppose but I can't agree with it.
@Raitro_
@Raitro_ 10 месяцев назад
Well, let me be clear. Any involvement of contrivance that is plot/character critical is bad from a story telling standpoint (at least overall). So **any** involvement (even one that I like or deem positive) would be bad from this perspective. So the issue isn't that contrivance is used to better the themes/story, it's rather that contrivance plays a role is the issue. Why it's inherently negative, well... Again, I'm gonna default to the video I linked and/or the video I will make on this in the future.
@Woodledude
@Woodledude 10 месяцев назад
I think the one change I can't agree with is making the Nomai a hostile and fractured species. One of the things I LOVE about the Nomai is that they're highly ethical to both their species and others - They have a strong culture of preservation and safety. Maybe I can see a Nomai intentionally sabotaging the Sun Station - Hell, maybe that's actually what happened, and there's just no evidence that could be discovered before the comet arrived. But to have a Nomai attempt a coup? One that went so wrong as to locally wipe out the entire species? That paints the Nomai as incredibly destructive, in a way that I personally think is horribly overdone in media, and an incredibly dour outlook on civilization generally. I love the fact that the writer for the game, the developers in general, committed to the idea that, while the Nomai were hardly always perfect or harmonious at all points, and they did have disagreements... They still committed to seeing everything through to the end, to the best of their ability, despite the challenges they faced. And they equally committed to doing it as safely as they could. What they did was, in the end, incredibly dangerous (if the loop failed to start, they would destroy everything, and knew that), but it wasn't HOSTILE. And it didn't end up being the thing that killed them. Their work was beautiful and clever, and it fucking worked. They just... Didn't get to see it, by coincidence. Stories are always contrived, because it's much harder to sell the mundane parts. The contrivance of the death of the Nomai, I don't think is a contrivance at all - It's a cosmic tragedy, a reminder that the universe doesn't care about you, and while that's not a bad thing, sometimes it can rear its head in very ugly ways. It fits much better with the themes of Outer Wilds that the Nomai were NOT their own demise - That they saw the universe as beautiful and worth sharing with others, and that despite an incredibly cohesive culture, they were as powerless as us to stop it all from ending. What they did do instead, at least, was share one last beautiful thing with us. EDIT: I like your explanation of the 'why' of the big bang at the end, though. That's a pretty cool interpretation.
@Raitro_
@Raitro_ 10 месяцев назад
Um, I never said it had to be like my writing exactly. Mine was an example used so that "random comet lmao" didn't happen. Could easily fo something else. That was the point. Ofc things can be improved, but I only talked about general plot points. The root as i explained was to make the extinction of the nomai character decision-based, rather than random luck. I mean, imagine a person wanting to climb Mount everest, but right before they get a few steps from the top, a meteor hits them. Tragic they didn't get to the top, yes. But that's not the point of the criticism. The criticism is that it isn't likely, so the story relying on it breaks immersion cause consistent and real stories don't. I doubt anyone would defend the everesf example, but for some reason when it's a comet-nuke and a science experiment instead, somehow people defend it which I don't quite understand.
@Woodledude
@Woodledude 10 месяцев назад
@@Raitro_ An advanced civilization dying out could be considered a contrivance in some cases, but it's a VERY common one, for the simple reason that lost civilizations, archaeology, and technology we can't easily replicate are all really cool. I should say, overall, that I agree with the general bent of your criticisms, and I think they're surprisingly insightful. I agree that as great as Outer Wilds is, there are a few places where it misses the mark, where a different game could pick up the pieces and put them together more neatly. The quantum puzzles are very much sanded down to being unrecognizable as actual science, the teleporters do make basically no sense from a convenience perspective - I could easily point out that the Hearthian's planet is very small for the cradle of a civilization, and indeed there are like a dozen actual Hearthians alive in the entire solar system. But let me have my wholesome space goats >:l There's also just the fact that a comet, that you can yourself explore and is actually quite relevant to YOUR story in the sense that it gives ghost matter an origin and makes the player character's species somewhat unique, is actually quite fitting in a cosmic horror sense - The idea that you could just be killed, at random, for no reason, is, yes, very unlikely... But also very relevant when talking about space. If it is a contrivance, I'd call it akin to a mountain lion attacking our mountain climber, in your example. Random arbitrary contrivance? Technically, yes. But is it at least fitting with the setting? Absolutely. I think it's critical to remember that not only the scales of space, but also those of time, are highly compressed in Outer Wilds, as an aesthetic decision as much as a story one. ONLY 300,000 years passed before the Hearthians learned how to fly in space. ONLY a few generations of Nomai made two full-on cities. The supernova's red giant stage comes and goes in 22 minutes. You don't have hours of oxygen, you have like five or ten minutes, maybe. If we imagine the Nomai existing for, say, a hundred generations... I'd say it's a lot easier to imagine SOMETHING might take them out. I dunno, I've heard a lot of good, valid criticism about Outer Wilds from a lot of people, including you... It's hard for me to see the comet as "a problem with the game". Or even "a problem with the game's story," though I similarly have my own issues with the story. (Where do the marshmallows come from. WHERE DO THEY COME FROM.) But on the other hand, I probably would agree that if I made a game similar to Outer Wilds, it would be very different, its story would be very different. Outer Wilds is, indeed, a highly weird and contrived story, and it took me a while to come to grips with its message on mortality in a way that fit with my worldview. How the hell does Dark Bramble work? Why is it there???
@Raitro_
@Raitro_ 10 месяцев назад
Sorry, you ancient civilization note about them dying by contrivance? Um... What are you using to base that on? Cause all ancient dynasty's on earth died from intercultural/societal means. The romans died due to onslaught from the "barbarians" and they're lack of governmental oversight, the chinese dynasty's fell from other factions taking over, and more if you're a nerd who likes looking this stuff up. No meteor or random event needed. The point of the writer is to have us have fun with this ancient technology, while not having it too contrived with having us have fun gameplay I mean, I've done the calculation on how stars die out too quickly regardless in the Outer wilds. They die out by about an order of ~1000 times faster than expected (accounting for the reduced time/spatial scale). I didn't include it in the video, because that got to the point of nitpicking, because stars dying out didn't play a role in the nomai stories nor your own that much. It was more of an enhancement to the story or a neat detail some noticed. And no, as speaking of contrivance, a mega-nuke, entering a solar system, right when a major science experiment failed (and thus couldn't be improved upon nor completed) is COSMICALLY coincidental. Making the moutain lion example like an every minute occurrence by comparison. When they are that far apart, I don't think it's at all fair to equivocate the two scenarios. The issue is not that it's fitting for the theme / writer's goal, but that they shouldn't have relied on such an unlikely scenario in the first place. As it's lazy, and you could probably draw better themes (or more fitting scenarios to the themes you have) that are based on character motivation. As for the wacky planets, um... idk. Let Dark Bramble be weird and contrived as hell. I don't view that as big as an issue as random comet, or random astronomer with translation device get's ATP'd. This is a universe where black holes can be in the center of planets, so I assume that unique planets are just par for the course. Although I can see someone more skeptical than me having an issue with it, to which I would get.
@Woodledude
@Woodledude 10 месяцев назад
@@Raitro_ You could also make the case that the planets are as unique as they are due to proximity to the Eye making stuff weird, but that does just shift the goal posts to some extent, and they can just be allowed to be weird as a standard of this particular universe. I mean, we've got planets where glass rains sideways, so it's not like we don't have our own weird stuff. I'd like to clarify that I'm not, at this point, trying to "disprove" anything you're saying - it comes down to preference at this point, and you DO make a lot of good points generally. You're very correct in that many ancient civilizations - Nearly all of the ones that have ended to our knowledge - Ended due to societal or socioeconomic turmoil, or inter-societal/intra-societal conflict, etcetera. All I'm saying is that I like the idea that the Nomai were very specifically 'culturally advanced', less prone to such disruptions, and thus could only reasonably be threatened by an external force, which in this case happened to be unlikely and arbitrary, but certainly not impossible - And again, fitting with the theme of the dangers of space travel and planetary exploration. I like the fact that the Nomai were unique, more than a little atypical, and gave a refreshing outlook on what civilizations could be capable of not just technologically, but culturally. They're a little like the Superman of ancient civilizations, and hey, not everyone likes Superman. Those peoole have good rrasons to not like Superman - He's a little weird and atypical, a bit arbitrary and unlikely. But he's also kind of irreplacable in the superhero canon. The Nomai I see as the societal equivalent. No, maybe they're not realistic, or very well grounded in reality - But their fictional existence, I would argue, is important as a litmus test for our own society. A goal for us to strive for, if never reach. An entire society of highly compassionate, empathetic scientists and craftspersons. It's more realistic and grounded for them to have done themselves in, of course, and I agree - But you are fundamentally removing something from this specific story, there.
@nerysstuart4210
@nerysstuart4210 10 месяцев назад
In my opinion, the perfect timing of the player's launch day being part of the timeloop is what makes this so beautiful. You're right! If the translator tool wasn't ready yet, we wouldn't have a game! The universe got extraordinarily lucky that someone was able to make it to the Eye. The universe was dying. It was its time. But thanks to some luck and an adventurous astronaut, a new universe was able to be born from its ashes.
@tudortrandafir3202
@tudortrandafir3202 10 месяцев назад
With another universe being created at the end I thought the entire idea of extremely unlikely circumstance was part of the point, like given infinite monkeys with typewriters one will eventually copy the entire works of Shakespeare. Given infinite universes one will eventually contain all these coincidences, the one that you play in. The game puts into perspective how small and insignificant you are in the context of one or infinite universes, but that the experiences you had in your short window of time (your life) ARE significant to yourself (the campfire scene with your friends). Also, character driven plots aren't inherently better than coincidence driven ones, they're just more realistic... So what.
@Raitro_
@Raitro_ 10 месяцев назад
Eh, superposition collapsing doesn't produce energy so I really don't like that interpretation. Not from a physics perspective anyhow Well, stories by definition, are a sequence of events that are casually related. Anything that gets in The way of that, makes a story worse (plot holes, contrivance, breaches of characters), while stuff that enhances causality is good (character motivation, repercussions for actions, etc). The video I linked at that section describes it in more detail if you'd like to go deeper than my 2 sentence explanation 😅
@Kavukamari
@Kavukamari 9 месяцев назад
i love how that "interdimensional space recall" thing is just innately explained by the hearthians salvaging all the nomai crap they find around hahaha
@fallatiuso
@fallatiuso 7 месяцев назад
Not to mention the tractor beam in your spaceship coming from one of their rings secured to the ceiling of the ship, or the gravity crystal besides the reactor, hell the ship computer is made of a chunk of memory statue that broke off even, which you can see. (Though admittedly the explanation of that one is easily possible to miss, as its one of the one-way dialogue choices exclusive to the first loop you experience.)
@cullenlatham2366
@cullenlatham2366 7 месяцев назад
I disagree with almost all your story critiques. You clearly prefer linear "A then B then C" narratives, where characters can shine and drive the plot. Outer wilds is not that type of story or game. It is a non-linear story where characters dont matter. The "characters" of the game that drive the story are the sun, hourglass twins, timber hearth and the attlerock, brittle hollow and hollow's lantern, the quantum moon, giants deep, dark bramble, the eye of the universe, the nomai as a race, and the hearthians as a race. Gabbro, solanum, esker, hornfels? none of them matter. If you removed the names from the nomai text, the story wouldnt change, and i can guarentee it because of my own experience. My first playthrough i ignored the names entirely. The only exception was solanum, and only on the quantum moon itself. It did not matter that they were a child who grew up on ember twin that i could follow the writings of, only that a nomai survived for me to "talk" to. To me, solanum didnt have a name until i saw them in person, and i still got everything out of the story i was supposed to. If the names of nomai dont matter, a nomai villain clearly wouldnt have worked. Even if we assume they did, the nomai were scientists. If the interloper was a known factor carrying such a dangerous payload, no nomai in their right mind would use it as a weapon. If you like analogies so much with the retort of "a guard having a heart attack and dropping a key in a prisoner's cell", then using the interloper as a weapon would be analogous to dropping a nuke on the house you live in to kill your local representative that lives on the opposite side of town. Even if successfully disrupting the plans you disagree with, you wouldnt be alive to see the aftermath, and no-one you know would, either. Scale, tone, and structure of a story all matter for what works within it. A book designed to teach a baby their ABCs wont have pornographic content within, as it clashes with all 3 elements. Tone? a baby cant handle porn. Scale? ABCs dont need characters having intimate relations. Structure? How in the world would you fit a spicy scene into the ABCs book?! Yes, this is all hyperbolic to make a point, but it isnt without an ability to make a more reasoned example. Stories usually have 1 of 3 different scales. Intimate: only what directly affects the protagonist matters to the audience. The protagonist's dog dies and they have to get over their grief, even if that means becoming a monster on a murderous rampage for revenge. Their co-worker's divorce does not matter beyond how it could possibly help the protagonist overcome their grief. Communal: An evil business man wants to pave the town or a group of rebels has to stop the evil empire. Any threat to a world is too big to be taken seriously. Either it is a bluff, or the planet/town in question holds no characters of note or relevance to the story, simply being a show of power. Cosmic: Beyond the scope of mere individuals. The characters are comprised of locations and races of peoples. This is the scale outer wilds operates at. If chert died, it wouldnt affect the story beyond what information he could give. If mica died, absolutely nothing would be lost. The nomai as individuals dont matter, only that a race of scientist aliens were chasing a mystery you have to finish for them. An individual acting against the wishes of the group cant be taken seriously without it being backed up by action or consequence, and on the scale of planets as characters, it also breaks tone. Tone is a lot more difficult to pin down concrete examples for, but this is where my prior hyperbole can do the most heavy lifting. The absurdity of the suggestion alone demonstrates the issue of balancing tone. The tone of outer wilds is a dying universe, meaning the universe is the character the tone is set by. Putting the power in the hands of a singular evil nomai as the sole cause of the death of their race shifts the focus from the solar system to the nomai. The game loses the point of exploring the universe for answers to mysteries buried in the past to one of nomai being destroyed by their own hubris. Where does the game go from there to give an ending if the nomai are already dead? How does finding the eye of the universe, the exact goal of the now hubris-tic nomai, warn of the dangers of hubris when we are rewarded for continuing their past mistakes? The ending works because it is the answer to the central and arguably singular mystery of the game. It is an abstract answer, yes, but it is still an answer. Nomai hubris gets no resolution. That only leaves structure, what should be the most obvious of the bunch, but is so obvious it is hard to explain if you dont already get it. OUTER WILDS IS NON-LINEAR! the only linearity to the entire game is the single plot point of being linked to the memory statue and the final ending when there are no more mysteries to solve. The world is fully explained in such a way where any gaps in logic have enough information to theories with so little holes they are effectively truths. If you are missing information, you are missing answers. If you are missing answers, you have unsolved mysteries. If you have unsolved mysteries, the ending doesnt land properly. If the ending doesnt land properly you misattribute it all to a flawed game. Follow the chain backwards: you are missing information and jumping to conclusions. The third active mask is not DLC, it is a piece of information directly proved in the game, but something you missed. That third mask is linked with every other piece of the puzzle and is the core of the fundamental misunderstanding. The third mask contains the data stored on the central "computer" of the orbital probe cannon and probe tracking module. When the sun's time is naturally up because the sun station failed, it provides enough power to boot up the ATP. The ATP then sends the memory of those linked to it back in time by about 22 minutes, as well as the data from all previous probe attempts. Then the orbital probe cannon receives the data from the ATP 22 minutes in the past, which triggers the automated system to pick an unlisted set of coordinates and fire the singular probe at maximum power, breaking off the tracking probe module in the process. The tracking module, trapped in the gravity of giants deep begins plunging to the "surface" below, where the singular current that spans the entire planet drags the tracking module into the counterclockwise cyclone, plunging it into the depths. With the gravity being highest at the center of the planet, it is drawn inwards, undisturbed by the electric wall protecting the core and settling against some coral at or near the center of the planet, where the hatchling eventually stumbles upon it. No nomai (except for a quantum solanum trapped by their own demise at the other 5 locations) survived the ghost matter explosion while the hearthians were nothing more than tadpoles protected by the water they swam in. Overtime, the ghost matter decayed in half-lives, and the hearthians evolved into a sentient, humanoid shape no longer bound to the water and developed space flight. The sun station never triggered the supernova, and the explosion we see is the natural end of life (unless we want to believe the absorption of the lingering ghost matter in the interloper detonated the explosion slightly early as the comet flew into the larger red giant) of the sun, with no way to stop it. The sun was not the only one dying, and all that was left as hope for life to continue was the eye of the universe, be it for simple refuge or the reality we got of birthing a new universe through a big bang very spiritually significant. All the pieces were there by chance, but it took the will of a hearthian trapped in a timeloop to put the pieces together. Chance is the entire point. Everything is by chance. Fate is the idea that chance doesnt exist, yet in one moment you condemn chance then the next question why chance let it happen? You cant have it both ways: either fate dictated this story happen and nothing was chance, or everything was chance and we had to use that benefit to find our answer. Fate and Chance are both concepts of faith, and are 2 sides of the same coin. You are not a hypocrite just for trying to find meaning in both, but you are a hypocrite for moving the goal posts and expecting fate in one moment but condemning chance the next. Fate is the circumstances the story needs to set up to exist, and is every "hand of the author" moment. Chance is the will to seek out the pieces and put them together. No one MADE you find the eye of the universe, you and everyone else that saw the game to completion seek it out. Seek is an active verb; something you have to participate in. Everything in the game has a purpose, and every question has an answer if you think hard enough about it with enough information. Was it fate that you played the game, or was it chance? Fate and chance are synonyms, only differing in perspective. Yes, the game can get spiritual, but that is by choice of the player to see a spiritual meaning. "The universe IS, and we ARE." It is the core of the game. You must accept chance as something you cant change, what we can change is how we react to it. If the quote doesnt make sense to you, the game doesnt make sense. It is just a statement that everything is independent, but the way such independent variables interact create meaning. Sometimes there is no "greater meaning", and those who struggle with it cant accept reality. The reality of the game is that all these coincidences happened. You cant change them, and attempting to breaks what is already there in some way of varying imperceptibility.
@nnelg8139
@nnelg8139 7 месяцев назад
The orbital probe cannon breaking right as you wake up is not a coincidence, except for the first loop (which can be justified as game mechanics since the 22 minute timer doesn't start until the statue activates). It breaks because it fires on the ATP's command, and the ATP also woke you up with the memory download.
@Odd_D_User
@Odd_D_User 9 месяцев назад
Hi! Love the editing and effort put into this video and the themed stingers for each planet were fantastic. On the topic of relying on coincidence to begin a story: People mind when a story is resolved thanks to luck because it invalidates the characters journey, but they don't mind when a story begins or is prolonged due to luck because we're used to that. I'm fine with that because literally everything in our own world relies on an unfathomable amount of luck to happen. Every human being is the winner of a lottery with billion to one odds, and the chance of their parents coming together reduces those odds exponentially. The Nomai being killed by the interloper doesn't feel contrived because we're accustomed to tragedy having no warnings or thematic relevance. There is no "good time" for a fanily member to pass from cancer, just as there was no good time for the interloper to wipe out Nomai.
@Raitro_
@Raitro_ 9 месяцев назад
Usually people attribute the beginning of the story to coincidence luck as the "Inciting incident" clause. Like, in the alien example, someone has to be unlucky, so that's fine for the story because the whole purpose of the story is about meeting aliens. However, with the amount of luck needed for this story, it puts that clause to it's breaking point of how contrived we can get. Imagine if the person who made first contact with aliens, was a trained alien hunter who imagined fighting aliens exactly like the one they ran into, where they prepped various combat scenarios and imagined the Alien's exact abilities that the alien actually has.. It Would... feel... really... really... forced. And I think is way too coincidental to be covered by it. This game falls into that type of category. I say, and that's kinda the issue I take with it (outside of all the logic breaks for gameplay reasons). Hopefully plan to cover alot of the comment's I received in this video in some follow up where I cover the DLC. Peace But regardless, thanks for stopping by and watching!
@shmackbob
@shmackbob 10 месяцев назад
I stumbled onto this video through my love of Outer Wilds, and I love everything about it! The editing, your humour, and all the science I don’t understand. Incredible work!
@Demonskunk
@Demonskunk 10 месяцев назад
I feel like there are some gaps in knowledge that maybe contributed to some misunderstanding, but I can't know since I didn't see your full playthrough: 1: there aren't infinite probes, there's exactly one probe that has been shot 9 million times. Someone in the comments mentioned that the third mask is the probe, so every loop is another shot. 2: there is already a 200,000+ year gap between the Nomai and the Hearthians. The Nomai encountered the ancestors of the Hearthians (4-eyed amphibians) on Timber Hearth when they went to go mine the ore. That's probably not enough time to evolve to become spacefaring by our time scale, but clearly things work a little differently in OW's universe. 3: the translator getting completed exactly when it did is a bit of happenstance, but the Hearthians have been researching the Nomai for years before your maiden flight, so the idea that they have a finished translator ready to hand you by the time you're ready for your first flight isn't too farfetched. The Hearthians seem like they fly by the seat of their pants. 4: you *can* spend a lot of time with the npcs. Every time you find out a big piece of information, you can go back to tell them about it, or talk to them to figure out where to go next. But in the ending the NPCs aren't actually there, how could they be? They're (probably) your mind trying to make sense of what's going on. Each of them represents the planet you find them on, which is why grabbing their instruments is tied into something visually or experientially about the planet. 5: Brittle Hollow starting to break apart isn't random, back when the Nomai lived there, the moon would only erupt very rarely. The increase in solar flares preempting the supernova is aggravating the lantern and causing it to shoot meteors more often, which causes the hollow to finally start breaking apart because it's being bombarded so frequently. I don't like the idea of a Nomai 'villain' sabotaging the sun station using ghost matter. That feels extremely cartoonist, especially since the Nomai are a very scientifically minded and curiosity driven people. The way the Sun Station was set up is that it would explode the sun and the power of the sun exploding would allow memories to be sent back in time, so they could fire infinite probes until one of them found the coordinates, and then they would turn off the sun station project before it destroyed the sun, meaning that they gain all of the knowledge with none of the annihilation. It's a well thought out plan, it just failed to activate. I can't see any Nomai intentionally wiping out all life in the solar system to stop the Nomai accidentally wiping out all life in the solar system. You should definitely play the DLC, I'd watch a video of that. It adds some context to the main game, but it's just worth playing for its own sake. It's fucking gorgeous and intriguing in a way that feels very different but connected to the main game.
@Raitro_
@Raitro_ 10 месяцев назад
I've addressed nearly all of this in other comments, so I'll keep it short. 1) I realized that this could be explained with nomai-recall technology, and that's prolly the most likely outcome, although I do know of the probe theory. Wished it to be explained a bit more, but this wasn't too major of a criticism I had. This is an L that I just missed 2) As I said, I'm fine with hearthians being space faring by the time of the story, it's the only coincidence I deem required for the game to be what the game is. 3) I think we agree here? It's super convenient that it finishes right as ATP'd. Preparation wasn't a factor, the factor was it finishing at a convenient timing. 4) Yeah, I know you can spend alot of time, but I didn't. And I bet a big portion of people didn't either. But the main point, was that everyone went on a journey. Which means that something reflecting a personal journey would effect more people, which still fits in with it's themes. It's why I would advocate for changing the ending. 5) Yeah, this is a situation where the game wants to have it's cake and eat it too. Where the nomai couldn't settle above ground because of the moon, but yet it wasn't dangerous enough to bombard the planet as hard. And It's a little bit of shoddy reasoning for justifying why it's only being destroyed now (Increased sunlight -> more volcanic activity??? like how) And I get this with the revision. My point was more that you can structure a story that didn't need the comet to randomly show up. You can easily have it be something else, and that was the point of the demonstration. I could have easily rewrote it so that their curiosity is what kills them, or whatever other point the writer wants. As long as it's better than "random comet lmao" However, some nomai themselves set up that the sunstation deem it to be unethical, and I can see their point. Maybe it could be expanded to something like blowing up the sun in the other timelines, kills everything in those timelines which are just as real as the one we're currently in. There is some food for thought there beyond "We're time traveling with no consequences" And thanks for stopping by! A video on the DLC is on the table, but I'll definitely be playing it
@lolmasterxd99
@lolmasterxd99 9 месяцев назад
3) I mean, The Hearthians could have had the translator for quite some time before your maiden voyage, that wouldn't really change the plot. Some of the information you find could have already been collected and translated before the beginning of the game, so before the ATP kicks in and starts the timeloop. But being infodumped at the beginning of the game just for the story happening like this be more likely would be bad game design and bad storytelling. This feels like the retconning in movies and books to make a story more compelling, even though the real story happened a bit differently. Apart from the nitpicking, I loved the style of the video, the way you framed every planet with it's own title, the humor, the explanations. Keep it up and I really hope to see a video like this from you for the DLC! @@Raitro_
@Raitro_
@Raitro_ 9 месяцев назад
Info dumping is not a bad thing. It can be good given its execution. I think the point you want to make, is that you wouldn't like it if you are info dumped. Those are two different statements, that heavily depend on execution. But one can imagine a situation where you get information you need, contrivance is avoided, and you enjoy your time. The contrivance is not at all necessary Hell, when exposition is done right, I can't get enough of it. Some info is just juicy and I wanna know all about it
@lolmasterxd99
@lolmasterxd99 9 месяцев назад
If you know a game that did infodumping right, please do tell, because I'd like to see if it is done in a way I could enjoy. As it stands, I do believe that this kind of expostion at large would be worse than the way Outer WIlds did it, especially as a game build around the concept of exploration.
@Cellybeans
@Cellybeans 6 месяцев назад
3) yeah, my understanding is that the Hearthian's Nomai translator has been done, it's just a matter of our Hearthian self was ready for our flight on this day. Not really a contrivance at all for the translator to be done. It's a contrivance that it's our very first time going to space, but the translator really isn't a contrivance at all. We're not the first or even second Hearthian into space, just the first one going up there since the translator was finished.@@lolmasterxd99 4) I spent a lot of time with the characters, exhausting all dialogue with our fellow travelers. Very nearly wept upon meeting Solanum the first time, since I'd seen the messages from her as a child at Brittle Hollow and growing up to go on her pilgrimage. It made the ending resonate perfectly. 5) the end of the universe is a perfectly good reason for a dramatic increase in volcanic activity, makes more sense as a counter-clockwise tornado pushing down at least lol. Or that Brittle Hollow itself has a black hole in its center, and the black hole is a part of the planet and thus rotates around the sun. That's more absurd than doomsday volcanic eruptions!
@ViniciusTeixeira1
@ViniciusTeixeira1 10 месяцев назад
Some of the points made in the end of the video are valid criticisms, but a couple of them are due to you not understanding the setting properly (either that or I misunderstood you; in this case, just ignore everything below this lol). - There is only one probe. It is launched with such a high force that it breaks the orbital probe cannon (that's why it breaks, it's not a coincidence), it travels for 22 minutes in a random direction that hasn't been selected before (the Nomai know which ones were selected already because the Ash Twin Project has a mask/statue paired with the probe tracking module). If the probe physically finds the Eye, it sends back its coordinates (the ones you see in the probe tracking module) and triggers the Ash Twin Project to activate the masks in order to make the Nomai aware of the situation (that they found the eye) and stop the Sun Station from triggering this chain of events in the next loop. Since it's a time loop, there's only need for one probe because you can reuse it indefinitely. Also, since the supernova occured naturally, the masks were only triggered when the Eye was found (but the Ash Twin Project was active since the first time the sun went supernova!). That means that, before you start playing, your character has lived these 22 minutes for 9 million times without having their memories mantained (because the masks were not active). Like I said, the points you made about everything else are valid, but these ones about infinite probes or the orbital probe cannon are OK :)
@Raitro_
@Raitro_ 10 месяцев назад
"Some" = one, but sure, yeah. Many pointed this out, and it had a very obtuse way of figuring it out, but I did miss it. I'll admit that L lmao Woulda appreciated a writing somewhere explicitly laying it out, because one could figure this out only through heavy inference, but appreciate that there is an answer nonetheless
@alexandrucalitescu5822
@alexandrucalitescu5822 10 месяцев назад
​@@Raitro_"a writing somewhere explicitly laying it down", it's literally inside the Ash Twin Core, all the plan laid out for you lmao
@ChaosXeloc
@ChaosXeloc 10 месяцев назад
Thanks for playing Outer Wilds! I'm sorry it didn't leave you with a better impression. I definitely had to warm up to the ending over the last couple of years, but it's become one of my favorite games of all time at this point, which is how I found your video. I hope that in time, you'll continue to explore the game and your perspective on it, by continuing to ask questions and opening your mind to possible answers. If you're anything like me, I believe this could open you up to appreciating the game more in the future when looking back on the one-of-a-kind experience it provided, and how lovingly it was crafted.
@Raitro_
@Raitro_ 10 месяцев назад
Don't get me wrong, I still very much love this game (after all, someone doesn't make a 1.5 hour video on some they don't value, right?). I just think the story wrap up was just very poor from a writing standpoint, and it peeves me to an insane amount. Despite my issues, I would still recommend it purely from the gameplay side of things. Hell, I even look forward to playing the DLC later this month
@lordsatis
@lordsatis 10 месяцев назад
I very much enjoyed the science portion of this video! It's always fun to hear about supernovas, and spaghettification, and quantum quantum with more quantum! However when it comes to the narrative, you seemed displeased as I would be if I made a sandwich and it didn't taste right, when in reality I completely ignored some of the readily available fillings. There are a few details (well addressed by fellow commentor @Caleb_Plehn) you point out as happenstance that are explained through either text/dialogue or cosmic fate, and while I do agree that things like the interloper's arrival and the translator are all kinds of random, they're spread so far apart within the timeline of the game, like hundreds of thousands of years, that I personally don't believe it would fall under the category of contrivance. Also, about how the character has a translator instead of simply speaking the language of the nomai, I would imagine this would have to be because they could not derive the phonetic sounds from the seemingly only written language displayed by the long dead race of nomai. That being said, and despite the paragraph, I did enjoy the video! It clearly took a lot of time to make and hot damn you can make an hour breeze by, haha. Even though this game didn't make you emotionally cream or cry at the end like most others (myself included), I'm glad it tickled some good spots! In the words of IGN, "It has a little something for everyone."
@Raitro_
@Raitro_ 9 месяцев назад
I'd like to state, that alot of the counters people have brought up dont' really resolve my issues, as there are conflicting information. Alot of it stems from "Well, that causally doesn't make sense" or "it's wayy too coincidental". Like the sunlight making meteors more common on the volcanic moon. Like.... how??? Which is a leap of logic some accept which I don't. I guess it's up to the person to decide how much disbelief there. The counters of which I don't really find too convincing. It's more that people are just "I liked that aspect alot" while I'm disliking of it. Which... isn't really too much of a counter And I'd like to say that the situations are contrived as they are low-likely-hood by definition. But regardless, thanks for stopping by! You having these objections means that you watched most of the video which I am truly grateful for! Watch out for my follow-up on the DLC where I may substantiate my criticisms for the story a tad more ;) peace
@Cepterman
@Cepterman 8 месяцев назад
The devs are really aware that time travel shouldn’t work the way it is portrayed in the game. When you go to the High energy lab, you can actually break the fabric of space time, by taking out one of the warp cores. Edit: I wrote this before I finished the video. I see you found that out eventually.
@codebracker
@codebracker 2 месяца назад
It's not really time travel, they are simply rewriting history by sending information back in time (much like in Stein's gate)
@dbo3akrowdy
@dbo3akrowdy 8 месяцев назад
TLDR: if this is too long for anyone, at least read point #3, since that is the most infuriating one to me and 99% is entirely based off misconception. Glad you liked the game but oh boy where do I start. I'll start with your point 3 since talking about point 1 and 2 might run long: point #3: This is a common misconception: The probe tracking module was NEVER on the cannon when it launched, it was always in the core. The island they used to launch cannon parts into space relied on the tornadoes to lift them up out of orbit. One of the writings shows that they attempted to do the same thing with one of the modules and it got launched into the core instead. They probably would've replaced it, but the project got put on hold and they never got a chance to, but it was all hooked up and ready to receive data the whole time. Also I think you're fundamentally missing the point of the probe cannon and ATP. It's not firing millions of probes in hopes that it finds the eye. It's firing ONE probe millions of times in hopes of finding the eye. They're brute forcing it but doing it all completely automated in a time loop. So yes it would be Extremely unlikely but if giving infinite time (within that 22 minute window) it literally will find it guaranteed. Meaning if it had worked like the Nomai intended. They would've found the coordinates 22 minutes before they even initiated the project. That's why the third mask is linked to the probe tracking module, it's responsible for determining if a probe spotted the eye, then relay that information to the ATP which then stores and sends that information back in time and provides a new randomized location to search for the eye. That's why the cannon not only launches at the beginning of the time loop (the request for fire is sent to the past with you) but it's also a different direction every time. (Also side note the statues activated because the project SUCCEEDED in finding the eye. One of logs mentions that they prepared for the event that it could fail, but that was to add the element of uncertainty. You don't know if it succeeded or failed until you get to the probe tracking module to find out that it did in fact succeed) point #4: While I agree that brittle hollow falling completely apart in 22 minutes is a plot hole made for the convenience of a fun gaming experience. They do, however, offer and explanation. On hollow's lantern there's a computer log that shows increased volcanic activity caused by the expanding sun thus making it pump out WAAAAY more firepower than it normally does. point #1: Storytelling in video games comes in many forms. The outer wilds team very specifically chose to let you have your hands on the wheel at all times in the game. If the game decided to take you through a montage of you learning the language, it would betray everything outer wilds is about. Exploration, Curiosity, and Discovery. I don't want to learn something because the game railroads me into learning it. The game has so much value because everything is THERE for you to find, and finding it doesn't change the world around you but gives you a new perspective retranslates everything that you know about it. The initial discovery of the Supernova is so impactful from a gameplay perspective that it would be so ABSOLUTELY devastating if it was replaced but some cinematic montage of discovering that the sun is exploding. Sure it might be a cosmically convenient, but it does so SPECIFALLY to ALWAYS give you control and to hide the Armageddon that you've unknowingly been in for millions of cycles until the statues activate on a successful probe. You have to think about storytelling from a gameplay perspective to understand the choices they made. (I want to edit to emphasize that not only do I think getting rid of the initial supernova impact is not only detrimental to the whole game but probably the single biggest thing you could do to ruin the game in it's entirety, it's that important) point #2: Despite talking about plot holes, Outer wilds is actually one of the most consistent worlds I've ever seen in a video game. Sure the physics don't always map to reality (for gaming purpose that I know you understand) but the new wacky physics that they cultivated maintains throughout the world. Which is why I wouldn't understand you're idea to make a evil nomai that would want to sabotage and kill everyone because they.... don't want them to kill everyone with supernova?? That seems counterintuitive. That's only half the problem though. The sun station is built for one purpose and one purpose only, to blow up the sun. It doesn't get more kill everyone destructive than that. Plus having and "evil nomai group" would kind of really put a dapper on the whole message of the game. They wanted the Nomai to be a unified group of people and sort of like a guardian angel to the hearthians, having bad blood between them on the end puts a tarnish on the ending of the game (Don't even get me started on how wrong I think you are with the ending, but this is big enough already) If you read this far, Thank you. I'm glad you liked the game.
@Raitro_
@Raitro_ 8 месяцев назад
The goal of my suggestions on how to counter my points show that's it's possible by making an examples where they weren't the case. Not fully fleshed out ideas. So there are flaws, but they were examples to fix the specific issue they corresponded too. Ofc there is some aspects of the story you'd have to change more than what I say for the entire story to work better, but I gave only the big changes/ As for the points: 3) You're just wrong on the location thing sorry dude. I missed the OPC, as most pointed that out. L + Raitro 4) More sun = more Volcano is the most bandaid of bandaids that doesn't make sense. 1) No it wouldn't betray. Gameplay and story should work together and the best writers are not able to sacrifice one for the other. So there is some framework to make it work, just not the specific one you made up in your mind for this comment, and you conflated the two. 2) Character motivation being the driving cause for the extinction is better storytelling than "lmao random meteor", and that's the main point. I gave war/sabotage as an example, but it can easily be other reasons. You liking that they're unified or that the writer's chose them to be unified doesn't make it good intrinsically. It's what's done with the trait that does But my ending is better. Fricking fite me bro. I'll die on this hill. 🤜
@dbo3akrowdy
@dbo3akrowdy 7 месяцев назад
@@Raitro_ I'm not really sure why you're being so hostile about this (I feel like I was being respectful but feel free to disagree) But I guess I'll just say this real quick: (I only have myself to blame for this weird number order but I'll do it again for consitency) 3) I'm not wrong about any of it, you'll have to be more specific about what part you think I got wrong (Also L + Ratio doesn't make sense when your the OP of this video....) 4) I literally said that it was a weak plot point lol. I'm just pointing out that they Have at all to try to fit it in. Even if it's a weak piece. 1) If you can portray a story through gameplay in a cohesive matter it amplifies the experience. I'm not saying your idea for the opening is bad because of the contents of it. I'm saying it's bad because your willing to remove an extremely cool part of the game (a supernova in realtime) just for a little more scientific accuracy is (in my opinion) extremely foolish. 2) Outer wilds, ultimately, is a game that's about confronting death, and accepting it. As the Explorer, you face death at least every 22 minutes. The game wants you to find out there's a way to save everyone and stop the supernova, only to realize everything that's happening is happening because it's the end of the universe. The ending reflects that when you sit around the campfire and everyone talks about what they loved and all of their hopes for the future. Sure, you can be annoyed that they don't go into detail on exactly "how" a big bang is made by going into the eye. But that piece was never really important to the final message: Making piece with death and have hope for the future. Again, Thank you for reading, and I'm glad you liked the game. (fighting words I know)
@Raitro_
@Raitro_ 7 месяцев назад
Oh hey, sorry if you interpreted my last comment as rude. That was not the intention, but rather just quick rebuttles to the points. 3) there is no log to backup your claim, however sight evidence proves mine (literally the start of every loop). L + raitro was a reference to the stuff I got wrong about the OPC and the ATP. Not a jab at you. Might of been too far of a reach. 4) We agree this is weak at best. Although there is some nuance I would like to touch upon in a follow up video that may make my point look weaker lmao. 1) yeah,. cool doesn't mean good tho. I have a fundamental tenant of media analysis and it goes something like "How good something is, and how much you like it aren't the same thing". So although I think a supernova and experiencing it at the same time is cool, the flaws you have to do to justify it aren't worth it. 2) Outer Wilds being about confronting death doesn't solve the convenience issue. You can have the same story without it. Coincidence is not a necessary part. It is in no part improved by random meteor setting up a very unlikely chain of events that leads to your story. It being "inevitable" is really a defense that can be used for every story. It's the equivalent of a writer saying "Becasue I said so". Which, it should never be because of writer intention, rather defenses of the game should be made from the content of the game. Not an abstract theme. Hope that elaborates a bit of my positions more. A follow up vid is in the works, and I hope you'll criticise that as much as you do my arbitrary comments. In case it needs to be said, I do very much like the game, despite my criticisms. It's why I made such a long video on it. Peace :)
@d_camara
@d_camara 27 дней назад
​​@@Raitro_L+ratio on you, lol. Saying ratio when you managed to probably be make the only video where the poster's comments are all way less liked than every other comment, which also disagrees with you, is sure weird
@IRFine
@IRFine 6 месяцев назад
You missed one of the best pieces of text in the entire game. By the anglerfish exhibit in the mind-palace museum at the end, the plaque said “of all the beings that will perish in the oncoming death of the universe, we will miss the anglerfish the least”
@Raitro_
@Raitro_ 6 месяцев назад
I saw that line! It's actually one of my favorite lines from the game. Just didn't make the cutting room floor I s'pose
@brettrichards4048
@brettrichards4048 8 месяцев назад
Well, i was hooked on this video until the end. In a game with a message of infinite possibility there was always going to be someone who missed the themes and points of the game so completely. All I can say is your rewrite of the story would have greatly deminished this story of the game for me and would not have been one of the best games ive ever played because of it. In a game about the collectivist action and working through issues together for a greater purpose of discovery and knowledge, standing on the shoulders of those who came before to see a sunrise they will never see, to taint that with a plot of backstabbing and murder and sabotage would completely undercut the themes and the points the story was trying to tell. I think the issue is the parts if the story you leave up to coincidence or chance are tied into the more spiritual or philosophical messages of the game. Specifically that the eye of the universe called the nomai there to get them to that point and called us to seek discovery and find it. Its not just chance, its fate and the calling of some force older then the universe itself which is beyond our ability to fully understand, and it is dying. It needs help to be reborn. It is a story about working towards something great and a new future, even if it's one you'll never see. It is also meant to be a reflection and metaphor for internal struggles. Sometimes to remake ourselves into something new, we must let the past and an old version of ourselves die. But we also get to choose the parts of ourselves we carry on into the future and what we make of our new selves. Remembering the past but not being trapped by it. A hunger to learn new things, even if we're sometimes afraid of what we learn. Spending time with the people around us in the moment we're in. Being unafraid of obstacles and challenges and being able to overcome them. Remembering to enjoy the world around us while we can before it's gone. Each of the travelers represents not just a core theme of the story and our journey but an aspect of the message the game is imparting. And the changes you wanted to make to the story would heavily undercut all of this. Bringing conflict like that into a game with no violence or fighting is antithetical to the game itself.
@Raitro_
@Raitro_ 8 месяцев назад
In other words "I like how its improbable therefore good" It's fine if you like it better with all the convenience/contrivance, but it's bad storytelling intrinsically. And if it is "fate" guiding us... that means the story has no stakes as its deterministic. Which... yeah... you can justify literally any story like that. Which is why I don't recognize that defense as valid. It's unfalsafiable. Unfortunately everything you say is subjective and personal, and every reason you say you like it could be a reason someone hates it. It's why I touch only on story structure as its more objective. Watch this video i mention at that section if you want more discussion on the topic. But hey this comment means you made it to the end and I appreciate you regardless!
@erberor8007
@erberor8007 8 месяцев назад
​@@Raitro_ Dude, it's storytelling. Art. You're going to have a hard time engaging in conversation about it if you approach it like "only objective statements of quality are valid, any subjectivity must be discarded". You see... ART IS SUBJECTIVE AND WOBBLY THAT'S WHY TALKING ABOUT IT IS SO INTERESTING You've made it quite clear that you think the coincidental nature of many events severely detracts from the story. Awesome. That is as valid of a subjective position as those of the people telling you they thought it played into the story's themes and enhanced their own experience. Just by looking at that, it seems agonizingly obvious that opinions differ on the matter, and it's hardly one sided enough to conclude that one stance is more robust than the other in any meaningful way. In terms of in media criticism is that people can get together and conclude that "this trope/technique/idea does not produce a good audience response in most stories of this type, most of time" and then you can kind of conclude that it's a "bad thing" except sometimes you'll get a writer that uses that thing and knocks it out of the park anyway. No trope or idea or technique is intrinsically bad, even if it frequently causes narrative problems that lessen the impact. Just state your claim about why you think the media succeeds or fails in its storytelling and make your arguments as to why that is. Then, when people come in and disagree with you, don't wave the "I'm objectively correct" flag, it just makes you look like a jerk who's not interested in understanding how other people experienced the story.
@Raitro_
@Raitro_ 8 месяцев назад
Another person who hasn't watched the video I linked that has an in-depth discussion of what I meant. I feel like you think I'm conflating the idea of the "objective value of media" and the "subjective value of media" are one in the same. For example, I like this game. But some components of the story are bad, despite me liking it. Those are two different things and I'm fine if people subjectively like something. That's cool. But I wanna talk about the objective flaws of the story. Which is a separate discussion. I'm not using "bad" or "good" as subjective claims, but in reference to good or bad storytelling which has objective components to it. That's it.
@brettrichards4048
@brettrichards4048 8 месяцев назад
​@@Raitro_ I was fine to just ignore your bait troll reply because it wasn't worth the time in my day or life to respond, but I can't ignore this bit. You keep using that word "objective". I don't think you understand what that word means. You cannot quantify a narrative story with something like "objective". For something to be objective is to look at something in an almost scientific manner and observe the facts of something. The sky is blue. Grass is green. Water is wet. Defining words as nouns or verbs. These are objective observations of our reality which could be measured, quantified, or confirmed scientifically. We can all objectively agree on this. Except even some these things will have a subjective lens to them, such as for people who are color blind and see colors differently. It doesn't stop the objective truth of the perceivable reality, even if they struggle to see the truth of it. To come back to the point of the post, the coincidences of story does not make it objectively bad. Short of a complete breakdown of language at a structural level to the point of complete nonsense it is near impossible to define something as nebulous and subjective as a story as "objectively bad". Your subjective feelings and opinions of the story have you feel it is objectively bad, but that is still your subjective view point. A story having tropes or contrivances does not immediately make them "objectively bad". For them to be that, these elements would have to be near universally hated as well as serving zero narrative purpose, neither of which could be further from the truth. But in this specific game, the contrivance is an intentional part of the story telling. I'm going to let you in a little secret. Even though our perception of the character and the story resets shows us the character remembering everything and paints a complete picture for us, every single death is an ending of a timeline. Of the world and the universe. Even if we can remember and try again, that world still exists and dies, branched off into it's own doomed timeline. The universe failed, died, and ended over 9 million times. And this is still the subjective reality we see of the game. Through these branching timelines, we see what the failed choices and going the wrong path lead to through our view, because we can remember them. But that doesn't mean these dead universes don't exist. The eye of the universe is meant to represent and symbolize the quantum state of the entire universe. It is the existence of all universes and all timelines simultaneously. This to me is represented in the ancient grove with all of the universes around you, existing in a simultaneous quantum state, and all dying and ending in failure. It is the witnessing of every failed timeline. It is in every position all at once until, like a quantum object, it is actually observed and then fixed into a space. By witnessing the universe, we see a new universe, but right up until that point our universe still exists simultaneously in all spaces. Think of Solanum being alive on the quantum moon when it orbits the eye but dead on every other world. All of those Solanums still exist, just like every dead universe still exists simultaneously. I emphasize the quantum nature of the universe in the eye of the universe itself and what it represents in the story so I can make sure you really understand what that means when I ask you this question: Why are you assuming the failed universes only started when we see the statue and have the Nomai translator? Why are you assuming everything in the story went fine as predicted prior to that point and it is only now, at the start of the loop, where the timeline would start branching? The versions of the story where we don't have the translator or aren't the ones standing by the statue probably do exist, but they die along with the other 9 million. Or rather, the near infinite number of timelines and version of the universe. If anything the branching nature of time in the game almost guarantees that those versions of the story and universe exist but without the statues working on us we simply do not perceive or remember them. The point of the story is that in the end, in the final loop, that is the timeline and version of events where everything worked perfectly. And in that moment, the quantum nature of the near infinite universes, which include all of the existing failed and dead quantum timelines, are observed and collapse into a single state, and that energy starts the new timeline and the new universe. So again, everything lining up perfectly in our timeline... is the fucking point. That is what all of the loops represent in the story being told to you as you are actively playing the game. And this part isn't even my interpretation of the narrative, the game actively shows you this in the core of giants deep by illustrating the 9 million versions of the universe that already existed and died which we do not observe as a player. This is why you missing or not understanding that part of the story and basing your critique of the narrative on it doesn't work. Because even in that room showing you this, the ATP could never possibly account for the versions of the universe where the ATP failed or didn't exist. The versions of the universe where only 1 or maybe none of the escape pods made it out. The versions of the universe where they did not quite finish the ATP in time before the interloper. The timelines where the shell of the ATP was imperfect and was destroyed in the supernova. Or hell, even potentially a version of the universe where the Sun Station worked somehow. And that moment exists because it was always meant to exist. And always existed, because that was the point. The eye called because at some point, someone was going to answer and succeed, even if it took a billion timelines. The universe called because it was dying and needed help to be reborn anew. All of the stars and galaxies in the universe were dying, not just the one we live in. It called so the various races of the world could answer, reaching out helping hands across time, standing up on the shoulders and bones of those who came before. Every other star in the start system also experiencing the death of the universe probably had their own planets and civilizations, with technology even more advanced then the Hearthians, but they all failed to answer the call. And it called because it didn't matter how many times it ended in failure, it just needed one to succeed to wipe all of the failures away and start over. And I'm not even beginning to touch on how the perceived reality of what we explore and remember reflects upon the forth wall of the user playing the game and the subtext of the narrative structure of the game being a commentary on how players experience gameplay in as a medium, that would be a whole other post almost as long as this one. Finally, after I had to painstakingly explain the narrative concept of the story with it's themes and message and what they represent, I just need to ask one question: How the fuck can you call any of that "objectively bad"? Just say you personally dislike it as a story trope like it's not that hard. Its fine if you don't like it. But stop trying to defining an intentional story telling choice that serves a narrative purpose in the overall message of the game as "objectively bad". That is such a basic and simplistic viewpoint of media analysis and critique. "Oh, this thing exists and is done badly a lot of times and serves no purpose. I don't like this so thing must always be bad. Everyone must agree with this reality as the only correct view point so it has to be an objectively correct viewpoint of the collective human consciousness." I get that you've already admitted to missing the parts of the story and text logs that explain more of the nuance of the masks, the probe tracking module, and the time loop as it functions as a narrative purpose in the story, and I'm happy you at least admit to having miss or not understood that. But I don't think you realized that in doing so, you also kind of missed the narrative point of those things and what they add to the story, why it's there and the point it's trying to tell. It seems like you just want to admit you missed some of that knowledge and lore within the game but not then re-examine your misconceptions with the story that resulted from that missed knowledge. When a lot of your issues with the story and your experience of the narrative in an exploration based knowledge game comes from... not exploring or finding that knowledge. Like that's already bad enough on its own. But to then criticize that story and categorize it as "objectively bad" based of your own incomplete experience with the game, using a word that really should not be applied to media properties, it's just painful honestly. The sheer arrogance and audacity astounds me. You don't have to accept you missed the point. You don't have to apologize or admit you're wrong. Honestly I'm probably going to forget this video and this thread exists and never read what you say anyways. But please, for the love of god, never use the word "objective" when talking about media ever again. It is the dumbest and most childish thing you can say using that word on something that isn't a tangible, material, observable fact of reality. Media critique isn't what that word is meant to be used for, stop it.
@Raitro_
@Raitro_ 8 месяцев назад
Dude, you could have watched that video rather than spending an hour writing that
@calvinjessen6960
@calvinjessen6960 9 месяцев назад
i think streaming this game instead of playing it alone takes away from the experience because the loneliness of exploration in a time loop makes your encounters with the other travelers more special.
@Charcoal190
@Charcoal190 10 месяцев назад
1:06:02 I always saw this the other way around. The cannon exploding is what wakes up the player.
@Raitro_
@Raitro_ 10 месяцев назад
Press "E" to explode orbital cannon, waking up player 😂
@Demonskunk
@Demonskunk 10 месяцев назад
The teleporters are always two-way, it's just hard to tell when the darker pad is activated. It doesn't require a person to be on the pad, it will also teleport objects, and you can actually put your probe on the platform to see exactly when it becomes active.
@Raitro_
@Raitro_ 10 месяцев назад
They are two-way once activated from. Tower side. Trust me, I've spent almost entire loops at the receiver side trying to teleport the opposite way and the game was like "no" lmao
@alexandrucalitescu5822
@alexandrucalitescu5822 10 месяцев назад
No, they are two way only once the black one activate, which leads to the white one charging
@scorp-ion-battery
@scorp-ion-battery 9 месяцев назад
my theory is that the towers used to be two way, cause the nomai would use them constantly, and they would be "turned on" in a sense, but when the nomai went kablooie the towers went into a sleep mode like the sun station and had to be reactivated from the black hole
@DoktorWieg
@DoktorWieg 8 месяцев назад
I just watched the noclip documentary about the making of the game. To think that they went with that project just because the one who came up with it wanted "to fly around in the ship" in the first place as their thesis project in gaming then extrapolated into something greater that captivated so many people is impressive. And despite it not following fully the rules of physics from the real world, through their own rules, it made for a pretty awesome experience and one that I'm sure might captivate more than a few people into learning more about quantum physics and physics in general.
@Raitro_
@Raitro_ 8 месяцев назад
One of the primary reason I made the video was to use Outer Wilds as a vehicle to discuss some lesser known physics concepts. Supernovas, Quantum superposition, Entanglment, Uncertainty Principle, etc. And I saw that documentary somewhat recently! I love how one of the designers made a custom code so that the gravitational lensing of blackholes was accurate, which made my day.
@IsilionNELE
@IsilionNELE 2 месяца назад
"i didn't care about the NPCs because I didn't spend time talking to them" Well, that's entirely on you You can talk to them numerous times, and tell them about the things you've learned and they'll react to that. They all had character and personality, but you didn't bother to learn who they were
@wackender9542
@wackender9542 9 месяцев назад
Damn, I saw multiple people try to catch the black hole forge on the way up. But you're the first who actually managed to do it successfully.
@another-anonymous-username
@another-anonymous-username 10 месяцев назад
Nice video. By the way, one of the coincidences you're talking about near the end is not a coincidence. The Orbital Probe Cannon did not coincide to break at just the right moment. It was scheduled to do so, because launching a probe with enough energy would inevitably break the Cannon. Therefore, the only way to launch enough probes was to launch just one in random direction at the beginning of the cycle, and send the info from the probe to the Ash Twin Project. It's also quite cool that the first thing you see upon waking up is that launch.
@Raitro_
@Raitro_ 10 месяцев назад
The coincidence / plot hole was that the tracking module fell into giants deep's core. But yeah, apparently I missed a writing that explained that the cannon was in a bunch of loops before us. Which... feels iffy but it's better than nomai having infinite probes at least 😅
@marinperkovic2117
@marinperkovic2117 10 месяцев назад
​@@Raitro_if the Probe Tracking Module hadn't fallen into the planet's core, it would have only been easier to find, though? It would just be floating through space, or on Giant's Deep's surface somewhere.
@Raitro_
@Raitro_ 10 месяцев назад
Yes. It should have been easy given what we know. My point is that gameplay and narrative contradict each other there.
@Robin_hood27
@Robin_hood27 10 месяцев назад
@@Raitro_not necessarily, actually. The reason the probe tracking module is in giants deep is because when they first constructed the orbital launcher they used the tornados from Giant’s Deep to launch the parts of the orbital launcher to construct in orbit, but one of the tornados for the tracking module was sent beneath the current because of the tornado that was spinning in the opposite direction. And they even explained this in the South pole Lab on Brittle Hollow
@ingloriousbaxter
@ingloriousbaxter 10 месяцев назад
On a related note, the gravity from Giant's Deep is so strong that it really couldn't have gone anywhere else. The weight of the module alone would've pushed it into the core @@Robin_hood27
@kekoroto
@kekoroto 9 месяцев назад
Nice video! I just wanted to comment one thing: our main character has been really interested in the nomai language since we were younger, and we specifically helped build the translator. Is it coincidence that it got finished at that very important moment? Sure, but we had already been developing it, and since we were the next Hearthian to actually go into space (since the other Hearthians were already in other planets), it made sense we were the first to actually use it.
@peroloko
@peroloko 10 месяцев назад
Altough the solution you proposed to the "cosmic coincidence problems" is more realistic and reasonable, I do think from a game standpoint It would lose the magic, having coincidences is what makes it fun and interesting, it might be unreasonable but there is a blackhole inside a planet and is the coolest thing ever, how the hell did that happend? idk & idc because is fun, these coincidences "plotholes" though make the story less sensical it makes more fun to play with. Imagine if you had to somehow manually translate the language, or if Brittle Hollow didn't had falling pieces, or if in every loop you had to find the tracking module in a different location or it didn't had to go to the southern observatory and the Dark Bramble to see Feldspar to understand how to get to the core, lots of fun elements of the game would be lost to story cohesion, though the death of the nomai wouldn't be really affected by a gameplay point, I think a "traitor" or villain would be against the culture of the Nomai, they seem peaceful by nature with their main objective is to collectively understand the mysteries of the universe, though conflicts of ideas might surge, they still are aiming to reach the eye, and something like some angry Nomai do some sort of revenge to their own people would be out of character, but still could have some sort of reasoning. . [SPOILERS FOR EOTE] In the DLC this idea of a "traitor" is explored and makes sense with the characters, so it is a interesting element but it wouldn't fit with the Nomai [END OF SPOILERS] . In conclusion, I think in a game these changes wouldn't work, but in a more linear story like a book or a movie, thats way more fitting, it wouldn't hurt the gameplay elements(cuz there isn't) and would make those coincidences more reasonable. Anyway I really enjoyed the video! I like seing other perspectives of Outer Wilds and it was really interesting seing your view in the game! . Edit: I paused the video to write all of that and you said other solutions to the gameplay aspects, and agree with the tracking module part, and partly agree with the Brittle Hollow, but I think that it would be really confusing if to discover and find parts of the planet are im the white hole, I took a few falls to see that there was the White Hole station and after that I wouldn't stay in the space void for too long, and another thing I want to point out is that how does the sand from Ash Twin returns to it? And it has the same problem as the Brittle Hollow, that the sand only start to fall when the loops starts. These are somethings that don't make much sense but are cool gameplay elements nonetheless.
@JonathanKanelis
@JonathanKanelis 6 месяцев назад
A bit late to the party but about 53:50, it actually makes sense you can't translate the coordinates from a Nomai system to an Hearthian one because it's likely the first time ever you find a sample of their coordinate system, so it makes sense Hal (the linguist of the village) hasn't encoded it into the translator to begin with.
@Raitro_
@Raitro_ 6 месяцев назад
I would get this argument, if the translator worked but all we got was gibberish numbers that we had no idea of interpreting. The fact that you can't interpret it, is silly. Like, take Lattitude and longitude. It's represented by 2 numbers, of which without context are jargon, but represents a location in earth. Having a "GPS" that's separate from numbers or language (both of which can be translated from nomai) makes no sense, as what else would it be represented by? Numbers and language are kinda all encompassing
@Shythalia
@Shythalia 14 дней назад
​​@@Raitro_ I don't think not being able to interpret the coordinates is really necessary to the game & its story. The Vessel can just take you to the coordinates when inputted, so why bother with trying to understand them? There is no point. We never get to actually operate the Vessel anyway. All we need is to get to the Eye. That's what matters. It would be fun to interpret them, really, but it is overall not necessary.
@Cepterman
@Cepterman 8 месяцев назад
1:10:50 I want to bring in a few thoughts about the probe cannon. There are two ways I imagine the Probe Tracking Module fell into the core of giants deep. The first way would be, that it coincidentally fell right inside a counterclockwise spinning tornado and got under the current this way. Another possibility would be, that the force it had when it fell from the orbit to the core was front enough to penetrate the current. For context, there is an achievement, where you have to penetrate the current of giants deep, by going really really fast. So if the Probe Tracking Module would have enough kinetic energy to go through the current, that would be the way it probably did go. Also the probe cannon does not have infinite probes, it shoots the same probe over and over again at the start of each loop, until it finds the eye. When it finds the eye, it transmits the data to the Ash Twin Project. That is also the ominous third mask glowing inside the ash twin project, it’s the statue inside the Probe tracking module. The probe sends the signal, that it found the eye to the ash twin project, which activates the statues, that connect to the closest sentient being. It doesn’t matter if the first probe ever shot would have found the eye, the statues would have only activate after the first supernova.
@quest9905
@quest9905 5 месяцев назад
Huh, I had no idea that was an achievement. I played it on switch unfortunately and switch doesn't have achievements.
@glacialbae
@glacialbae 10 месяцев назад
Thanks for the video! I wanted to say that while some of your criticisms of the story are valid, many of them stem from some pretty basic misunderstandings of the story. (For instance, there were not 9 billion copies of the probe. There was only one. The cannon was only ever fired once. Or more accurately, once per time loop.) This isn't a criticism of the video, but if you're interested, I'd be happy to clarify a few more misunderstandings in another comment. I'd do it now, but 1: I'm typing on my phone right now, and 2: I don't want to put in a buch of time to write a comment that might not ever get read. So if you're interested, please let me know, and I'll respond. Thanks! Nice video!
@Raitro_
@Raitro_ 10 месяцев назад
If you were going to talk about the 9million probe one, many a commenter pointed that out sooooo I might have missed something regarding that point lmao. So no need to explain that. (although I do find it weird that you didn't have to go through 9 million loops along with the probe firing, I don't know if that was properly explained in a writing somewhere). Luckily, this isn't a big part of the video / my criticisms. It was more a thing I wish was explained more. But if you wanna share thoughts on other aspects go ahead!
@lawn-cat3436
@lawn-cat3436 10 месяцев назад
@@Raitro_ > weird that you didn't have to go through 9 million loops along with the probe firing So this isn't explained explicitly, but you can figure it out. We know from Giant's Deep that the statues only activate in one of two circumstances: Equipment failure, or discovering the Eye. We know from the Probe Module that the 9millionth probe launch is the one that found the Eye. We also know that this happened on the very first loop of the playthrough (again from the probe module, by comparing the "live" count to the "Found the Eye" count). We can deduce that the probe found the Eye while you were inside the museum at the very start of the game, and that the statue synchronised with you because you happened to be the next person to walk past it. (Which is a coincidence, but chances are that someone would have walked past the statue!) From then on, you were aware of the time-loop. Before that, the loop went on and on with you blissfully unaware. (Though "Before" is a weird word in this context!) That all said, one problem here is that the first loop can last a LOT longer than 22 minutes. This is a gameplay consideration to give you time to get through the tutorial - the countdown should start from when you wake up, but instead the first countdown starts from when the statue synchronises with you.
@marinperkovic2117
@marinperkovic2117 10 месяцев назад
​@@Raitro_from how I understand it, the time loop occurred 9 million times with only the Probe Tracking Module sending information back in time, and the other statues only pair with Hearthians (or, as was intended, Nomai) once the coordinates have been found. It would have been a very bad idea to force everyone to go through potentially millions of time loops while they wait for the cannon to fire in the proper direction!
@Raitro_
@Raitro_ 10 месяцев назад
@lawn-cat3436 Hey, appreciate you citing the sources and stuff as that made it real easy to follow along. I agree that your interpretation is prolly what they were going for, but it was not at all easy to discover that's how it happened. The game just made it seem like it had to be manually controlled (I'm thinking of the wall on the Orbital Probe Cannon, where Privet is stationed to watch for the coordinates). A writing explaining that the orbital probe cannon-time travel effect would happen independent of any nomai, and would only alert the nomai when the coordinates are found would have made it wayyyy more understandable. One like that could exist in a writing I missed (or at least I hope) Luckily, this wasn't a major criticism I had of the game. It was something I wanted more explanation and the writer to propose a method for how it worked, but I guess there is just a complicated way to figure it out that alluded me through all my redrafts and revisions. It firing millions of probes by itself seemed way more plausible than it being time looped wayyy before me, as I didn't even know the latter was possible lmao
@Zandofle
@Zandofle 10 месяцев назад
@@Raitro_ The Ash Twin Project is explained on the wall writing inside the Ash Core Though??? 1. Sun Station fires at Sun 2. Supernova powers ATP (Ash Twin Project) 3. OPC (Orbital Probe Cannon) is ordered to fire 22 minutes ago 4. 22 minutes earlier OPC fires in a random direction 5. After 22 minutes Sun Station fires at Sun 6. Supernova powers ATP 7. OPC is ordered to fire 22 minutes ago 8. Results of random direction sent back 22 minutes 9. 22 minutes earlier OPC fires in a random direction 10. If EOTU (Eye Of The Universe) found, link to nearest life form 11. If equipment failure, link to nearest life form 12. Else repeat steps 5 through 12 They even tell you where the 3 linked statues are. Timber Hearth, Giants Deep, Probe Tracking Module.
@nnelg8139
@nnelg8139 7 месяцев назад
About the warp pads, you can actually activate them with your little scout, so they don't need a person to set them. So you'd only need one Nomai on ash twin to throw a rock or something into the towers to keep the return warp pads charged.
@ferdam666
@ferdam666 10 месяцев назад
space and physics? I should really give it a try.
@rosimatnik
@rosimatnik 10 месяцев назад
I hope you didn't watch more than first 5 minutes of the video
@peterpanDK
@peterpanDK 10 месяцев назад
I think, observing the quantum moon sending the prope in taking a Pic then going in would make more sense
@Raitro_
@Raitro_ 10 месяцев назад
I think the best fix would be to never have the planet disappear when you enter it in the first place, and just have the picture help keep the planet from not teleporting. It's all fixed by having the imaging HELP with getting into the moon, but not being required. And no, probe entering would be the same as you entering effectively so it doesn't solve the issue.
@gottagowork
@gottagowork 10 месяцев назад
​@@Raitro_ I think everyone else I've seen have loved this puzzle - at least once they figured it out and how obvious it was. Removing puzzles from a game with puzzle elements doesn't sound like a good game design approach to me, it would just make getting there pretty much trivial. And to me, this is far better storytelling than I have ever seen from huge studios like Bethesda. Even though I like their games, and they have massive amounts of resources to hire proper writers, the fact that they can't match up to the sister of the developer to do the story/dialogue writing says a lot. Also their "puzzles" - which used to be a part of RPG games - leaves a *LOT* to be desired. This game nailed it with its "no questmarkers or guides" approach, and is part of what makes this experience so unique. I hate quest markers, I prefer a good description and my own interpretation of such.
@WinterBlizzards
@WinterBlizzards 9 месяцев назад
I would like to comment that the statues don’t activate until either the eye of the universe is found, or if there is a issue with the project. This way the Nomai aren’t required to live through all 9 million time loops themselves. When the statues are activated they connect to the next conscious being near them. This means that you didn’t happen to stand in the exact right place at the exact right time, there is a range of time where you could have interacted with the statue. That way it was more a matter of *who* interacted with the statue and not complete random chance. Also, a few things on the gravity canon. The gravity canon was always meant to break at the beginning of every time loop. Since only the information is being sent back in time, not the gravity canon, the gravity canon was placed on max even though it would likely destroy the canon. That way the probe could go the maximum distance possible. It is also of note that you too can breach the center of giants deep without using a tornado or jellyfish by simply reaching a fast enough speed and ramming into giants deep. So it would stand to reason something similar happened with the tracking module. While this would require a ton of force from the gravity canon, and most of that force would have to be directed straight into the tracking module in order to generate enough speed. It is better than no explanation. I do agree that gravity fluctuation from the star increasing volcanic activity and degrading the structure of brittle hollow is quite the weak explanation, and would likely see some revision if it could be redone, but brittle hollow, the interloper, and the fact that we happened to be at the end of the stars lifespan (although it could be argued that it is inevitable so we are just focusing on the time it happened, similar to the “someone has to meet the aliens” argument you made) the only coincidences that the game allows. Even then there are a few more fan theories that explain these things, they do just remain fan theories and I do think, if possible, they should be integrated into the game to remove the few coincidences that are currently necessary to create interesting and convenient game mechanics and story points
@pemo2676
@pemo2676 9 месяцев назад
28:10 this is actually what my first run looked like. i got too distracted by looking up at the sky after exploring timber hearth a bit, and then just died. interesting way to find out im in a timeloop!
@lt_rainbowslash58
@lt_rainbowslash58 9 месяцев назад
Personally, I love the coincidental stuff that all has to add up to make the story and game happen. I remember playing for the first time, and thinking, 'wow, this is just as unlikely as me, being here, alive, playing this game right now'. After all, what is life but an insane number of coincidences. From all the ones that lead to the creation of a solar system, to the Earth being perfect for life, to evolution leading to us, to my parents somehow stumbling into one another on the other side of the planet, to my DNA ending up exactly as it is to make me exactly who I am. If it is a story about something grounded, something real, like set in history or our world, yeah sure, coincidence taken too far is immersion breaking. But it's not. It's an innately fantastical game. It's an analogy to how the universe simply is.
@Raitro_
@Raitro_ 9 месяцев назад
True, you can like all these things. And if you agree with me on all the factual stuff, and still love the story, cool dude. Hell, I like the story. But I always draw the distinction between how much I like something, and how good it is. And despite me loving this game, I gotta admit there are some flaws from relying on coincidence. Thus the rant at the end lmao.
@ipeefriely3034
@ipeefriely3034 2 месяца назад
I appreciate the tangent about what a quantum observer actually is at the very end. Science communication often places a load bearing amount of weight on the term "observers" which gets people into trouble and magical thinking, and in those cases its not even their fault. I think this game's usage of quantum mechanic allegories is really awesome as a puzzle element and for teaching people quantum ideas in an intuitive way through game mechanics though, so I think it's cool even if its inaccurate! [Disclaimer I am not a physicist either] Its a bit like how Portal isn't a story about realistic wormholes but it is a game teaches you how to comfortably tie and untie your brain into a pretzel. On that note I was a bit bummed about the black hole in the game didn't behave like a real black hole. I was ready spaghetti for horrors beyond my comprehension.
@user-rv9ty9br3q
@user-rv9ty9br3q 10 месяцев назад
Sure, this video didn't do well, but i sure have enjoyed it, thank you.
@Raitro_
@Raitro_ 10 месяцев назад
didn't do well.... yet ;)
@AmaiarAiramand
@AmaiarAiramand 7 месяцев назад
Ah, before I forget, there's text in Giant's Deep that actually states that the Probe Tracking Module did fall towards the core of the planet way back in the time of the Nomai, while they were constructing it. The Nomai were using the tornadoes to propulse the parts to orbit, where they'd then assemble the cannon, but the tracking module they unknowingly used the wrong tornado and it sank straight to the core, which left them stumped as to how or why, thus motivating the construction of the tornadoes model in the Southern Observatory in Brittle Hollow, to study and understand how they work. Edit: There's ALSO text stating that the cannon was going to explode on it's first shot anyways, so they never had infinite probes. They only had one. The probe only shoots because as the universe reaches the end, the sun goes supernova, it powers the Ash Twin Project, which sends back in time the order to _fire_ the cannon, as well as any data from the tracking module (so as to not repeat the same angle twice) and the memories of those paired with statues. It's also inferred that the cannon had been doing that for more than 9M times, before we get paired with the statues in one of the loops. As if to say, that it took more than nine million tries for the chance that one Nomai (you, and technically Gabbro) would be next to the statue just as it begins. It's still left to chance, but it's more credible that way. What _does_ make it a little too much chance, is the fact that we know this because even if you reach the Tracking Module on your first loop, that's the exact same loop where the one probe does find the coordinates of the Eye, and in consecutive loops you can see the number of "probes fired" increasing one by one since that. They could have made it so the coordinates were found a while earlier (maybe at 8~M probes?) to make it seem less coincidental, that's for sure.
@boratfromkazax
@boratfromkazax 6 месяцев назад
The reason you and Gabbro become aware of the time loop is BECAUSE the first probe launched in the game is the one to find the Eye. The statues picked you and Gabbro because you were the closest sentient beings to the respective statues when the Eye was found. It didn't take 9 million tries to have someone close to a statue, it took 9 million tries to find the Eye and activate the statues.
@IBreatheSmog
@IBreatheSmog 9 месяцев назад
Not to say its not okay to try to revise a story, but I think your whole revision section just really misses the whole point of the game. Yes, I know its more an example than an actual serious idea for a better story, but the idea that it needs to be revised so majorly is strange to me. I have watched many videos about this game, but none of them have ever suggested these kinds of changes solely because it would be "better than having contrivances". I really don't understand your issue with improbable things happening in such an unrealistic world as Outer Wilds. (1.) I don't understand why this matters so much to you. If this wasn't the case, you would either have to develop the tool yourself or it would've already existed for a some time beforehand. The former option would completely change the gameplay in a probably not bad but completely unnecessary way, and the latter would make almost no difference to the story. It is never implied that the translator tool was JUST finished the night before you launched. It could've been in working condition a couple months or weeks before you launched, it is never stated. It is the tool's inaugural flight, being taken into space by one of the people who made it. Sure, either other way could work, but it isn't much of a contrivance that your character is the first to have a translator tool, only one tool among many you and the other travelers hold. (2.) The Nomai could've been killed by a billion other environmental factors. Again, this could've been changed, but there isn't much of a reason to do so. Their untimely death is more important than the fact that what killed them was improbable. Their death is an extension of the most basic themes of the game. Coincidence and happenstance is an important part of Outer Wilds, and trying to remove so much of it is reductive to both the story and gameplay. In a world where black holes can exist at the centers of planets and your entire reason for even experiencing the game is happenstance, it never seemed that strange to me that a comet appeared at a convenient time. The interloper is just a cool way of expressing themes, and it makes the story work better by appearing at the time that it did. The Nomai could've died later or the comet could've arrived earlier, but the fact that they die exactly after their biggest failure as a society is more important. (3.) I guess its convenient, but again, why does this matter to you? Sure it could've been different, but there is absolutely no reason for it to be different. This seems rather nitpicky to me. (4.) There's no defense for this, it just kind of is what it is. I don't have a problem with it but you don't seem to have much of a problem with it either. Apparently increased solar activity is linked to increased volcanic activity? It doesn't make much sense but personally I don't care. I can definitely see why you might have a problem with these things, but I don't think it reflects badly on the game. This definition of "contrivance" is far too broad for my tastes. I enjoyed seeing your perspective but I cannot understand why you take so much issue with these things. For me, this kind of coincidence doesn't ruin the stakes, but adds to the story in a meaningful way. Still a great video and fun playthrough to watch though!
@Raitro_
@Raitro_ 9 месяцев назад
Thanks for stopping by and watching! I've covered alot of your points so I'll just touch on something I don't think alot of Comments touched on. The main reason I talk about the contrivance of the story cause the few videos I watched didn't touch it at all. But it was a big issue to me so I wanted to explore it somewhat. And it's cool if the contrivance doesn't bother you. But from an objective view on storytelling, this game has bad cases of it. It's why I talk more about it matter of fact. most of my issues are not from my view on something, but rather from a the story side of things. And if we except that "this universe is silly, and that's why these contrivance happen", well... yeah. It is silly and I'm glad we both agree. I take issue and you may not, but we both agree on the fact of the matter. I don't like this argument, because this defense can be used for every shortcoming in a piece of media, no matter how small or big. Thanks again for watching!
@TheGeniziz
@TheGeniziz 8 месяцев назад
I really like your criticism of the game, I think they are all fair points. But I also really like the game for what it is. Nice explanation / playthrough / review / whatever I just ended up experiencing :)
@yourfriendoverseas5810
@yourfriendoverseas5810 8 месяцев назад
I liked this video and analysis a lot. However, there is a flaw in reasoning I found. Raitro calls it a contrivance where the story follows the one person lucky or unlucky enough to make alien contact. It isn't. If there are 8 billion people on a planet, the story of alien discovery is by following the one person who makes the discovery. Similarly he calls it a contrivance where the events can only play out if there's a space faring civilization. But there may well be an infinite different realities where there were not, and they were not worth following the story about, because they ended without being able to fix it. Same for the unlucky hearthian who got locked to a memory statue, but wasn't sent to space that day. That story is not worth following the way this one is, therefor if both happened, then only this one would be told.
@falugger1659
@falugger1659 7 месяцев назад
My interpretation of the ending is that the eye of the universe was placed there by the previous universe in a similar manner to how you started the next one, there is no beginning and there is no end(yet) the laws of the universe were designed subconsciously by the last person to observe the eye, no matter how wrong those perceptions were. if you really need a beginning you could go a little meta with the theory and say that the eye of the universe was put there as a failsafe by whoever made the universe, a god, or maybe the programmers of the game. without going into the dlc and what it implies thats about as far as my theory can go. please play the dlc if you haven't already, it is glorious and is able to stand on it's own.
@vetulamortem
@vetulamortem 2 дня назад
yay i am not the only one who got jumpscared by that fking rock XD
@clockworkprovidence6760
@clockworkprovidence6760 9 месяцев назад
I really enjoyed this video, the humor was fun, and you did great summarizing your experience. I think a major part of your criticism stem from the fact that your trying to critique the lore as if it were a story. Because, I agree, if a film or book had the ancient civilization happen to be destroyed, or have a translator at the exact time a character was exploring alien ruins, it would be a contrivance, In fact, you bring up ground hog day as a point of comparison, and link mauler's video on art analysis both support this view. The fixes you suggest are story(lore) focused fixes, you even say as much in the video, it was about wanting the background and initial setup to make more sense. But you don't really bring up the gameplay or theme consequences. 1. For the initial fix for the translator, it is an admittedly weak point, but immediately jumping into a establishing cutscene will really detract from the sense of player control, and later, when we transition from this character heavy narrative to free form exploration, the cut off would be abrupt and jarring, as we setup our character motives and agency, only to cede all control to the player. The initial point of waking up and immediately beginning game play was to set up what's to come, to let the player get use the world at their leisure. (And even if it has been said at this point, it bears mentioning we do not have definitive time scale lore wise for the time between launches, any of the launches before you could have retrieved enough of the language for the translation effort to begin. And also, you could have been the first to want to take it off planet, being partly the one to build it, and then you just had it in your back pocket while they set up for your launch. The game only mentions that you will be the first with a complete translator, not that it was built a few days ago, or that only you are able to take it off world. not sufficiently explaining why you have it is not a point against the game in my opinion.) 2. The idea of a Nomai internal conflict or hubristic down fall might be a more coherent plot wise, but I feel will detract from the theme. A major theme in the outer wilds is the drive of curiosity and discovery against set backs laid out by cosmic indifference. The Nomai overcame being telefragged, separated, and having their technology set back decades by identifying and explaining(their core tenets) with compassion and cooperation. All over the solar system, plaques detail endless discussions of comic phenomena, their discovery and usage. In class they speak of a massive conference of sharing and mutual development, In their mines they talk of minimal interference, leaving enough minerals for future civilizations to develop metallurgy, in the geyser they pay respects the hardy hearthian ancestor, admiring their four eyes and fascinated by their behavior, even their immense spirituality comes as a consequence of the drive to understand and near worship of the unknown. It would be massively out of character for a member of this race to engage in individual subterfuge or villainy, when it should be them seeking mutual understanding, and convincing others of the ethical views. The hubristic or ironic down fall would be jarring in the same way, the Nomai embody idealized discovery and drive, their optimism permeated the solar system, even till their last moments. To portray them as reckless or a danger to themselves, is to miss what drove them, not a selfish push for progress, or a naive push in ignorance, but optimistic and cautious push toward understanding. The comet in a way, is a real reminder of the randomness and indifference of the world, that for all that the Nomai was , all of it could fall. But like Reibeck says, the future is built on the past. Their legacy lives on in the hearthians, in the way all brilliant legacies do, we inherit their curiosity and drive. We ourselves will confront the sun rending hand of cosmic improbability, and we too will leave behind our legacy. And that message, I think, necessitates the comet. (Sorry have to split the comment.)
@clockworkprovidence6760
@clockworkprovidence6760 9 месяцев назад
3 & 4. These two, I think most exemplify your issue with the game; in critiquing the lore like a cohesive linear story. Our own story is not really about why the probe tracking module fell to the center, or why brittle hollow is falling apart, its about pushing past an immensely hostile planet to explore its deepest point, its about wandering a ruined world while it is actively falling around you. Would fitting these set pieces into making sense in lore really improve the game? Without the satellite exploding in orbit as you open your eye, without the crust falling to reveal a black hole at the center, would they be as memorable? Without the electric barrier or current on giant's deep, the PTM can fall to the core, but would getting there be as satisfying? You could have buildings dotting the surface of brittle hollow, the lantern increasing in activity as equipment suppressing it failed, but would it be worth all the extra time you would waste exploring it, or the devs making it fit into the lore? The lore and explanations tried their best to explain a fun and unique experience, could it be better? Yes, but not if we detract from the gameplay. A game, unlike a movie or book, is an experience, and we must balance its lore, story and gameplay accordingly, if we alter, in my opinion essential parts of the game, in service of background and mechanics, why? You say that these changes would make the story make more sense, and that it is worth the cost, but what exactly is the cost?
@Raitro_
@Raitro_ 9 месяцев назад
I've adressed nearly everything here, so don't think I'm ignoring something by not responding to a direct point. It's just alot of your claims are really subjective, and thus don't really apply to my arguments for the quality of storytelling. A sun turning into a ball of peanut butter midgame would be really memorable, but I think we'd both agree it's bad. That (and arguments of that nature) not the metric I ever bring up because it's the besides the point of the stories consistency, which is the most objective I get. But I'll tl:dr it like this, games are an effective medium because they can work with stories to make something more than the some of it's parts. It's the writers/gamemakers job to make sure the two mesh well, and we don't have to make sacrifices of one for the other. Themes. although strong, are really subjective. Throwing out causal sense in a story just cause it works better for the theme, ruins the stakes. When a sacrifice of causal sense is made for the betterment of a theme... it's worse than them working together, hence it being "bad". Nitpick, but I also think the comet is a sign that the universe wants to kill the nomai. Like. Seriously. So I think it works against the themes because some cosmic force (fate or whatever) had to stop the nomai from completing their experiment. Because that makes wayyy more sense, rather than random chance given how low a chance is needed for the game. It just reinforces to me that the story was written by some people rather than a world that exists by itself
@clockworkprovidence6760
@clockworkprovidence6760 9 месяцев назад
@@Raitro_I feel like you misunderstood me, or maybe I misunderstood me, in my opinion, the story is not sacrificed to make better game play, the lore details are sacrificed so that your own story playing out is an overall better experience. I'd like to think of it less like a meteor hitting a character on a whim, and more meeting a friend by coincidence to better serve a dramatic reveal, or encountering a dying alien in the desert, both play off improbability, but the latter serves to tell a better story. Not that stories can just be inconsistent any time, but any story will allow a little contrivance if it meant it could tell itself better. I feel as though saying a story is throwing out causal sense for having something improbable is a bit hyperbolic, the stakes in your own story are not really ruined when you learn one can die of sheer cosmic improbability, since death doesn't matter for your story, what stakes do they ruin exactly? When I think of the comet, I think of the story of the lone hearthian's journey through a twisted ice maze, only to stumble on the last words of a dead race, and re-contextualizing the countless bones that litter our solar system, Im not thinking that is so contrived, why would the writers do this.
@clockworkprovidence6760
@clockworkprovidence6760 9 месяцев назад
I admit I am completely bias on this point, I can accept improbable explanations or those that are poorly explained, if those things happening don't invalidate story beats, and serve to tell me what it wants to tell better. That is not to say I will accept things like cheap resurrections or spontaneous abilities, as those are for the most part, story invalidating. But I just think you are way too focus on the back ground details and explanation of events that don't really invalidate what the story is going for? Unlike something like a nomaian villain, which would? Then again, if your really cant accept the explanations the game gives you, I hope you at least enjoy the gameplay.
@Raitro_
@Raitro_ 9 месяцев назад
Appreciate your perspective. I do think the best part about this game is "Discovering the story", and not the "story itself". Based on the responses I got in this video, I'm contemplating doing a follow up to explain exactly what I mean by that. The art of discovery and exploration is what makes this game great, not the story you discover. Which is why I liked this game enough to make a 1.5 hour video on it!
@quantumblur_3145
@quantumblur_3145 10 месяцев назад
Getting some Doug Walker vibes here ngl
@mugthemagpie3001
@mugthemagpie3001 9 месяцев назад
You all forgot about one thing that always made me think a comet may or may not be responsible: if you look at the stars in game, they all explode into supernovas. The Sun in game isn't the only one to explode. The universe, as a whole, is dying and slowly fading into entropy.
@fbrunan
@fbrunan 7 месяцев назад
I actually like your take on the game being less about convinience but Outer Wilds tries to explain half of them by being about the sun dying, the probe being launched in a random direction at each time loop and of course, how the Eye of the Universe uses an observer knowledge about the universe to recreate the coincidences that had to happen billions of years before and after the game happened, does that mean every universe created is the same? Who knows... And I liked the characters, I liked the extrapolated concepts on physics and I loved how they adapted unproved theories to a really well planned gameplay
@SoosGaboorBela
@SoosGaboorBela 8 месяцев назад
I lost it when at 46:35 you played the music of the classic unreal tournament from the level Facing Worlds. Nice touch you did there!
@ComfortsSpecter
@ComfortsSpecter 10 месяцев назад
5:54 I Said outloud He’s About to Get Vaporized in 5-4-3-2- Accidentally Perfectly Counted It Down You’re Not Partially Deaf You’re Just Deaf
@Raitro_
@Raitro_ 10 месяцев назад
Hey, it was my first time, I didn't know if it could have just been the room's music track playing or something else
@ComfortsSpecter
@ComfortsSpecter 10 месяцев назад
@@Raitro_ Too Much Mick Gordon? Oh What Am I Saying That’s Impossible
@Raitro_
@Raitro_ 10 месяцев назад
Actually a botched surgery when I was a child causing hearing loss, but close enough 😂
@ComfortsSpecter
@ComfortsSpecter 10 месяцев назад
@@Raitro_ I Mean Both Share The Concepts of a Little Bit of Carnage, Gore and Organ Damaging Sorry to Hear About That *…* *That Felt Wrong*
@qrowing
@qrowing 9 месяцев назад
"I'm terrified of space!" YEP! I hit that wall *hard* when I jumped into No Man's Sky VR for the first time. Especially jumping to a dead star system. Finally thought I had overcome that fear, only for Outer Wilds to instill it right back in me haha. Falling through the black hole for the first time had me terrified! The ship is nowhere in sight, its pitch black, and if you don't know about white hole station you assume you're *miles* away from everything!
@bobijameep1344
@bobijameep1344 10 месяцев назад
On your points of contrivances, I disagree with most of them. 1. That is not a story contrivance that is a gameplay one, the two ways it could work without it are either you the player have to learn it or the character will just magically be able to read it, they decided to go with number 2 with a diagetic explanation 2. That one is a contrivance but is also critical to the games story about the nomai, and relates to Solanum as a character because at first they thought the eye was actively malicious, but would later come to realize that it held no I'll will and that what happened to them was nothing but happenstance. Similarly, just as how you, the player, think the Nomai destroyed the solar system but it is also mere happenstance. 3. That's actually the same modular that originally fell they just never retrieved it cause being a corpse really puts a damper on things like that. 4. The one real big contrivance I agree with, realistically it makes 0 sense the sun blowing up suddenly turn the volcano from annoyance to dropping hundreds of bombs on the surface to destroy it, that ones a true contrivance.
@Raitro_
@Raitro_ 10 месяцев назад
I think we agree, you're just framing things differently. 1) it doesn't matter if it was chosen, the story is the story regardless of gameplay compromises. It's the writers job to make sure gameplay and story match. The writer didn't have to rely on impossibly low circumstances to make gameplay work. 2) watch a little bit more of the video, I demonstrate how it isn't plot critical as you can make a similair story without it. 3) no, the issue is that it falls into the core, and its impossible for it to because it's electrified and repulsed anything that isn't perfectly insulated. 4) Yep. But the meteors falling have been deadly since the time of thr nomai, its why they settled underground
@bobijameep1344
@bobijameep1344 10 месяцев назад
@@Raitro_ 1. That one's a big disagree, they wanted the player to be able to read the nomai writing, and actually did tie it into story, for one it wasn't just made right before the game starts, it's just that you're the first to use it mostly because everyone else has: no idea where their ship is, a crashed ship, no intention on reading nomai text and is staring at the stars or in the one case where the guy could is too scared too, so it's less of a "You just got this new device" contrivance and more of a "Boy you sure are lucky you got your spaceship today," contrivance which is the kind the game needs to work 2. The entire plot is about happenstance, so taking that out really does change it, like I said originally Solanum has a character arc where they think that the eye is an actively malicious entity only to realize later on that it's not, it's just that things happen, and that relates to the players original idea that it was the nomai that caused the sun to blow up, but it's not that is part of the story they wanted to tell through the player, and for the most part it works because most players assume that the nomai were mad scientists who killed themselves and now you in their own experiments but they're not, and changing that drastically changes the story 3. No it's not an issue, of course a creature and a ship that both use electricity to function would be shocked but as seen with the rubbery jellyfish that only because they are susceptible to being shocked, and it only knock you back with slight damage is because the alternative would be to out right kill the player which would feel like bullshit 4. Tower of quantum knowledge, there are parts above ground that nomai walked and talked on, along with Brittle Hollow's south pole having an outer settlement, the volcano moon really was just an annoyance like having pebbles thrown at you. Still doesn't make sense that it goes super after the supernova Also thank you for the reply, and being respectful in the conversation.
@Raitro_
@Raitro_ 10 месяцев назад
I only respond to the comments I feel like are talking in good faith my dude. Appreciate the perspective. 1) I think we're agreed. The game does mention you finished it relatively close to before you take off. But still, "First translator going off into space the night of a supernova" is still really contrived and we both agree on that. I feel like I counter the rest of 1 and 2 in the video, so I'll just defer to that. I'll need you to point out a flaw of something I make in my video specifically to have it not be the case. My main point, is that you can still have a tragic story about a ended civilization that doesn't rely on the happenstance of a random comet (maybe not the worst flaw in the game, but it's the one that pisses me off the most ngl lmao). It doesn't have to be a mad scientist, you could easily make the revision that the nomai's curiosity killed them. Hell, that might even be more effective because the dramatic irony of them searching for knowledge is what led to their extinction. The point is that it should have shifted from contrivance, to character action as much as possible. 3) I'm assuming you're making the point that the control module is electrically insulative? Which... I don't think is the case considering the vast amount of metal and the probe module never needed to be electrically insulative (it's a space cannon in orbit afterall, the ISS isn't electrically insulative for example). My point is, is that it's more believable it's uninsulated than not, so the game would need more justification and this supposed contradiction. Otherwise, it's just... us writing for the writer at that point, and not what's in the game 4) There are some structures that poke out, but I think those are more for "temporary" places they required for a use. Like the Tower of Quantum knowledge only pokes out the top, so it getting hit wouldn't be as effective as a tower above the surface. I think this is one of the situation where the game wants to have it's cake and eat it too. It has a log explicitly says that the surface is to dangerous to settle up and make residence, but they also have some structures there that aren't required? idk dude
@bobijameep1344
@bobijameep1344 10 месяцев назад
@@Raitro_ I feel like we have broached topics one and two enough and is more so about how we see it differently and that's fine, but I still have some more for three and four 3. I moreso meant that the Hearthian would instantly be fried and the ship would blow up rather than it being susceptible to electricity, there are metal parts in the part but it doesn't seem to use electricity so it should be able to pass without being fried, I really just meant that the fact the player can't pass it is a gameplay design so that trying it is not super punishing, if the player figured out the reverse tornado only to have their ship explode 2 seconds later they'd feel cheated so the shock push is a player concession when realistically you'd pass no problem, only you'd have no heartbeat or no ship. 4. I'm pretty sure your right, if I remember it right the escape pod says that the surface is habitable and has trees, as well as the escape hatch being unopened. I think that the southern housings were the original encampment until they realized how taxing the moon was and then went under. But still there were trees and there were houses so it was problematic but not world destroyingly so. Also, how the hell after several hundred thousand years does the volcanic moon even have enough material to fire, unless the Heathians used it as a massive dump site it should have gone cold long ago, heck it only lasted as long as it did with the Nomai because they used it as a forge giving it materials for a while. Also I always enjoyed having conversations with people about points we disagree on, it's nice to hear others opinions to form new stronger ones.
@Raitro_
@Raitro_ 10 месяцев назад
I think after your response we mostly agree. Glad to have you respond. 3) My point is that if the game had use repel because we weren't electricified, the ship parts should be the same. The fact that there is the consolation for gameplay is the issue, because it isn't alligned with narrative. Which I agree with, you're just willing to have an exception to that rule while I am not 4) I think we just reached a compromise where we agree it's a bit iffy. The game would have done better justifying this. and I woulda liked it, and I assumed more would have as wel. Greatly appreciate your perspective, this may make it into a sequel video talking about the DLC. Much appreciated
@janitordel6296
@janitordel6296 10 месяцев назад
I just finished the video and though I disagree with your opinion at the end and how you would change the story, I will say I do agree that it is quite coincidental. So, if I were you, I'd play the DLC. Not because it fixes the story or whatever, but because it adds that little "a person causes the plot to move forward instead of cosmic coincidence" issue you had alongside not actually being that coincidental in terms of plot, with the exception of one main thing. I don't want to spoil anything major, but I will say is that the DLC takes place in one central area, and that area *coincidentally* starts rapidly breaking down as the loop goes on, Brittle Hollow style. As you said, any game should be able to stand up on it's own, which I 100% agree with. But, the DLC is basically a separate story entirely. So, with the exception like, two parts of the story, you won't need story about the main game leaking in. A lot of the game is based around technology and the past instead of "it's quantum, don't worry". If Outer Wilds is space detective simulator, Echoes Of The Eye is amateur archeology simulator. And yes, the sun explodes because it's at the end of it's lifespan. Personally that's not something I take issue with, but I can 100% understand how someone (especially a physicist) dislikes that. Personally, Outer Wilds is one of my favorite games. I love the story, the themes, the plot, and how you figure things out. But, I'm not going to stand here and act like it's a monolith, an absolute pinnacle of game design. Edit: Played some more Echoes Of The Eye today and remembered why the "coincidental" thing happens. It's actually not coincidental and has a perfectly reasonable cause, so that's neat
@xarxos5274
@xarxos5274 5 месяцев назад
This was a very enjoyable video, you have some interesting perspectives that I did not have myself when I played the game. I personally am not so bothered by the incredible coincidences that were necessary to make the plot of the game work. I actually think your suggested changes would make for a worse story even if it's a less contrived one, at least for me. But how good a story feels is always going to vary from person to person based on our own preferences and mindset, so I can respect that the contrivances significantly worsened your experience with the game even if they didn't for me.
@Raitro_
@Raitro_ 5 месяцев назад
I tried to approach that section more from a story-telking perspective, rather than a personal one. But personally speaking, I find massive contrivance awful as it means you never have a grasp on the stakes as [random event] can happen to resolve something. After all, if the writer does it once in the plot, it means they're totally able and willing to do it again. Especially considering this game is a mystery through-and-through. And a big section of fun I have, is trying to figure the mystery out with the little details I have. And if the plot is resolved by [random event], well, there is no possible way I could have figured it out. So it ruins that fun of it. Probably should said that in the video, but eh, didn't wanna go too ham on the criticism section. Wanted the focus to be on physics. But at the end of the day, I did dislike it so that's why there is only a 5ish minute section Can totally get how you enjoyed it tho! Thanks for stopping by
@derpderpin1568
@derpderpin1568 3 месяца назад
@@Raitro_ What an unbelievably idiotic take. Never review fiction again.
@Shythalia
@Shythalia 14 дней назад
Everyone else had already responded to the things you proposed at the end so, I'm just gonna say that I really like you using "Voices of Urdak" in the Dark Bramble parts. hehe
@Raitro_
@Raitro_ 14 дней назад
FINALLY, someone who pointed that out. I really thought the music choice fit well there
@House_Kreinath
@House_Kreinath 6 месяцев назад
So, the idea of "A conscious observer enters the Eye of the Universe and creates a big bang" is the fact presented in the game that the Eye is Quantum. By virtue of Quantum Entanglement, the universe is quantum and everything within it. The Eye sends out its signal as everything starts to grow too far apart as it requires conscious observation to start again. Conscious observers find the Eye and then enter the eye, thus causing the Universe in its infinitudes to collapse to a single probability just as is described through the game's definition of Quantum. When the universe collapses, the observer dies and thus the universe and expand back to its infinitudes.
@Raitro_
@Raitro_ 6 месяцев назад
I've never heard of this interpretation before. Strange how this point hasn't been brought up like this before, because there is alot to discuss on why I'm not a fan of it. Just curious, was there a video or a source you got this interpretation from? I'd like to watch that for the full context that maybe answers some of my concerns with the logic of it all
@House_Kreinath
@House_Kreinath 5 месяцев назад
@@Raitro_ I'll do the digging back into another youtuber I watch, however when exploring the Quantum temples and places related to the quantum temples, the Nomai explain Outer Wild's Quantum Physics as "It exists everywhere until a conscious observer looks at it. Then all probability collapses into one reality." I don't remember exactly where the game shows this. I DO know, however, that when you speak to Solanum on the Quantum moon, they said that the Nomai "Hypothesized that the Eye of the Universe is Quantum and thus the Quantum Moon, having been a part of the eye, is also Quantum." We also see the way in which the Eye is designed. Kind of like a big ball that's cracked a hole in reality as each of those cracks in its orbit are very much unnatural and inexplicable, thus the Eye of the Universe causing the Universe to be Quantum Entangled. As for the portion about the Eye's signal. There's evidence from the DLC where the Eye was sending out a signal throughout the universe which is what the Nomai came to the solar system to begin with. This is explained within the Ship as well as some of the broken escape pods.
@Raitro_
@Raitro_ 5 месяцев назад
I am aware of those refences, and they do vaguely have a resemblance in reality. But I guess the use of them differs how the game uses versus how it actually works (which might be where I'm held up). And yes, if you ever get the source, feel free to link it in my comments or discord DM me. I'd be willing to check it out for the sake of my next coverage of the DLC!
@IsilionNELE
@IsilionNELE 2 месяца назад
Regarding your four big problems with the game and the solutions them: 1) Having to learn the Nomai language during the time loops to avoid the coincidence of you having a translator is a very bad idea. That means you have 2 scenarios: a) you have the freedom of agency like we do now in the game, resulting in not visiting the necessary locations to learn the language, resulting in a looot of wasted time, flying around unable to read/understand anything: BAD gameplay -> BAD game b) you do not have such agency, putting the player "on railroads", and forcing him to go through loops where he learns the langauge. This ruins the joy of learning about the timeloops on your own. For many players, the realization this is a time loop happens quite late (not everyone has seen the movie groundhog day!). Taking away agency and discovery from players ruins the gameplay and goes against the spirit of the game: BAD game 2) "The Nomai die to a comet randomly entering their solar system." Who says it's random?? You forget the Nomai are new to that solar system, they've been there for like 2 generations, which is nothing on a cosmic scale. It is highly possible that this comet was always locked in an orbit in the solar system but which such a low periodicity the Nomai just never observed it earlier. It's also quite likely that Nomai disturbing the comet is what caused it to erupt. The game doesn't tell you this because the Nomai wouldn't know that (they land on the comet and die) and the game is told from their perspective so the game doesn't tell you what they don't know. After the eruption of the comet, its trajectory got changed by the change in mass, and now it has a much higher periodicity. This is a perfectly plausible explanation, and it makes sense the game wouldn't tell you that. So your entire issue is moot 3) "the orbital cannon falls to the centre of Giant's Deep where it's impossible to go". It's not impossible, you yourself went there. The game gives a very clear mechanism of how it ended up going there. It just fell on the counter-clockwise tornado. And counter-clockwise tornadoes DO exist, they are not affected by the Coriolis Effect because they are too small. You didn't mention the Coriolis Effect, but I know you were thinking it. Fact is that anticyclonic tornadoes exist and have been observed 4) "Brittle Hollow starts falling apart when the player visits it". Not true, it's been falling to pieces for a while, which is why it's hollowed out. with its innards gone, now the crust sis tarting to give. Don't forget that ANY given state of the planet at the start of the loop would be coincidental for a first time observer, you can always ask "why this state and not another?" It's a meaningless criticism. That's like rolling a single die, and when it rolls a 1 you complain "why a 1 and not another number?". It's irrationally attributing a special case to the rolled 1. Likewise you're irrationally attributing a special case to the state of Brittle Hollow as a hollow shell. It's been falling apart for ages before Nomai even reached the solar system a few thousand years ago, which is nothing for a planet.
@gottagowork
@gottagowork 10 месяцев назад
"Curiosity killed Schrödinger's cat". Well, that line killed me 🤣I think you may find About Oliver's run of the main game quite interesting. Don't watch the DLC until you've done it yourself though, for obvious reasons. The Twins towers works perfectly. One of them have broken down over thousands of years, ripping the ceiling off. Also, the Twins does work in symbiosis, as the sand goes back and forth, hence the name. You as the player in the 22 minute period only get to experience one part of it. Don't worry about it, Benjamight gaming also had a terrible time with this puzzle (last upload today). And others struggle with other parts. A game with puzzle elements wouldn't be a good game if it wasn't frustrating for some. Wrt the red node in Dark Bramble: "I'm gonna see 'one', aren't I"? I lol'ed so hard. And yeah, as you elaborate, them being blind is a good clue. Love this part with all the players. Interloper "arriving" being of grand importance is irrelevant. If aliens arrived here, would they immediately be aware of Halley's comet, or become aware when it gets closer and visible? The orbit is highly elliptic and we don't know what the orbital period would be in a "realistically" scaled star system. I'd just settle with it being a pressure bomb that gets set off because the star is nearing its natural life. If you watch the commentary, you'll also find they had to rewrite some laws of physics to make it work, and I have no issues with that as they're not trying to "teach physics". Wrt to the condensed time, I would think our own planets would undergo some serious changes and "cosmic threats" by the time the sun starts expanding until it gets critical, so I don't really have an issue with this. I really dislike the idea of having to "have a villain" in the game to work. Lucky coincidences? Sure, but isn't that a thing in most games that are near to impossible to avoid? Now, if you want to challenge your ability to spot "plot holes", you could give Death Stranding a go. Seriously, while being a very long (and for some, a boring) game due to its slow pacing, the storytelling is Kafkaesque with tons and tons of clues served (gameplay, calls, and very long cutscenes) that nobody will pick up on, and unlike Outer Wilds where the pieces come together as the game progresses, in Death Stranding they don't come together until the very end - and it will blow your socks off. And here is the kicker - there is a third mystery you get an extra reveal to but nobody notices the third mystery because it's not presented to you. This is something you have to discover for yourself by watching the game several times over and try to figure out what the clues actually relates to. Brilliant writing, and in true Japanese way, kinda cheesy too. If even considering this game, check out Yong Yea's spoiler free review of it, as this is definitely not a game for everyone. Prey (2017) is also one scifi game I think you'd like, although the formula for that one is more straight forward with quest markers and skill trees. Highly under-rated game imo.
@Raitro_
@Raitro_ 10 месяцев назад
Hey. 'preciate your response but I disagree with everything you say about the interloper. Mainly just because during a star's endtimes (or just when it exists), the comet does not know that it's happening, It's just a random object that happens to get caught in the solar systems gravity. At... a really convenient timing. That's kinda the issue when there is no causal strings making that happen. If there was a line in the Eye-of-the-universe section where it explained that it sent the comet to kill the nomai as it was "too-soon", I think this would fix a majority of my criticisms regarding that point. As for the villain, that was just my suggestion, any other character motivated goal leading to an extinction would work in it's place if you don't like that. And yes, most of the good stories avoid coincidences, and have stuff causally related. Lord of the Rings is always my go-to example for this. Everything seems coincidental at first, but you later find out that all the characters did what they did because they had motivation and the knowledge to act on it. Having the story be made interesting by "coincidence" I think is just cop-out for writers to take, because they can't be bothered to think of how it would resolve narratively in-line with the themes they are going for. Because, "lmao, random comet" is easier to write than a character motivated extinction event. As for the other games, I've played all of Prey! I liked the first 3ish hours of and felt the rest dull. The initial reveal just blew the whole load of the game, and nothing lived up to it. For Death Stranding, I know I wouldn't like the gameplay, so I saw a 7 hour comprehensive-critique of it that I quite liked! However, it is definitely filled with holes and causallity jumps that are *VERY* bad writing.
@gottagowork
@gottagowork 10 месяцев назад
​@@Raitro_ The "7 hour comprehensive critique" of DS was a goal of creating a very long video. That's all it had going for it. It didn't mention any of the numerous clues (iirc), leaving me numb when I saw it. There are better reviews out there that are much shorter. Pretty sure he only played through it once and maybe looked up some stuff from others who only played through it once or twice - there is no way to detect all the subtle hints, certainly the ones related to a mystery that is near impossible to get the initial clues for (post game). I've watched it 40+ times, and every time I'm able to spot something new I've missed. Keep in mind the obvious 4th wall breaking, there is also one not that obvious when Amelie goes (paraphrased): "...to connect the dots, you need time, you need perspective", talking to the player rather than Sam. Hell, some of the clues won't even be available to you until you've completed the game and continue to play on. If you want to cheat, since you don't intend to play it, look up Lucy's interview online or listen to Tommie Earl Jenkins (Die-Hard Man) video: JOY TO THE WORD - The Death Stranding Edition Ep. 9 "LUCY" That is the first time you *realize* there is more to the last 30 second reveal in the game (post credits) than meets the eye. As I said, the style is Kafkaesque, which is directly referenced in the game by lore and the fact that the scanner is called "Odradek". It's supposed to be a confusing mess. As for LOTR, I don't think that's a fair comparison. With some pauses that one took 17 years for a professional writer. Different mediums require different approaches to storytelling and the story itself to make it suitable. Hell, in the movie even Tom Bombadil was removed, as well as other nuances that I felt was missing. I'll often critique games for exceptionally bad writing, but I'll also take into account what could be expected given the resources and circumstances. Personally I think OW and DS have among the best stories and storytelling in the industry. If doing a comparison to say they're bad, do so against the same industry and medium, certainly not LOTR. Don't think we'll agree though, but that's okay too 😁
@Raitro_
@Raitro_ 9 месяцев назад
That 7 hour crique is GOAT'd how dare you. lmao. I stan Whitelight. And definitely that critique was a nearly unabided praise of the gameplay/story. They did their best to convince me so on the story / gameplay, I just didn't have it lol. I think taking into account what the situation were like when writing something could be valuable / interesting. And definitely more focus on that than I. But I rather took the approach of just judging the story as is, without outside context. Which I think there are room for both on the internet. I think why people say they love this game is based on how the game lets you discover the story, rather than be the story itself. To which, it's hard to separate in this game, but I definitely tried for this video. Oh, and obviously we won't agree on everything. But it's the discussion that's fun. Thanks for watching, and have a good one :)
@boratfromkazax
@boratfromkazax 6 месяцев назад
I like the idea of your character learning how to translate an alien language and how to fly a ship as it is VERY convenient that you just happen to be ATP'd right at that moment. I agree with the first point, it is pretty contrived that it just happened to be you. I think I would prefer this plot over the actual games plot. The second point is also down to luck, but I'm not sure it would really matter whether the comet killed everyone 2 days after the sun station failed or after 500 years. Either way the sun station failed and the time loop would just lay dormant until the supernova happened. It wouldn't matter how long it took the Nomai to die off as the time loop wouldn't happen regardless until the suns natural death hundreds of thousands of years later. I think the reason the devs went this way is because they would have to fill out that extra history with more areas and writings which would make the story even harder to follow, especially if that history wasn't relevant to the overall plot. The orbital probe cannon breaks due to excessive power as it only needed to fire once. However, the tracking module ending up in the core isn't properly explained I admit. Maybe the weight of the module falling from orbit was enough to overcome the current and the electric field? Brittle hollow isn't blasted by as many lava rocks until the solar activity increases as the sun begins to go supernova. Of course it doesn't make any sense in actual physics, but that's the in-game reason the planet is still whole at the beginning.
@Raitro_
@Raitro_ 6 месяцев назад
Thanks for stopping by! As for the 2nd point, yeah. If there was a reason that the Sun Station couldn't possibly work, it wouldn't really matter when the civilization died. The game doesn't really specifiy if it is a fixable or unfixable issue. However, I think that it being unfixable is unlikely. After all, the Nomai thought they could blow up the sun initially. That implies they have some knowledge of a mechanism that can do that (a technology, physics effect, etc). And if they could only find out it wouldn't work at all on this sun, would imply a level of incompetence on their part. They were fools for thinking they could blow up the sun. Or they were such fools that they could never build a Sun Station to operational condition. If this were the case, it's honestly character assassination of the Nomai. So, in summary, I actually think that the Comet coming at just the right time is better story solution than the Sun Station being unfixable. Still not good, but it's better. And I would like to get lost in a civilization! Nomai are people after all. There is a deep culture to an intergalactic civilization, and me getting more material about it would be awesome! I love the small snippits we see in the game, so I'm not opposed to having info that's not directly relevant to the plot. As for OPC... Yeah, not when you account for all the air in the chamber that increases it's buoyancy. Physics wise it seems unlikely/impossible enough to be a plot hole. As for the brittle hollow point, I didn't bring up the log in the video because it was so scientifically ridiculous that it'd be more of a flaw than convenient timing. But my view currently on it is a bit more hazy. The game does have ridiculous physics effects in other areas that don't seem as bad to me (i.e. different direction spinning tornadoes causing downward force). So I think there is a deeper issue/logic that alludes me. It's one of the things I plan to touch on in the follow up video.
@giantdwarf.
@giantdwarf. 3 часа назад
The translator beeing unable to work in the coordinates kinda makes sense for me. I think as a different type of writing that they have, since we dont see symbols like the eye of the universe coordinates in the nomai texts.
@Raitro_
@Raitro_ 22 минуты назад
I mean... we can understand numbers and language via the translator... If we can't translate every instance of those two things, it means the coordinates are either not language nor a number... which is just silly, as those 2 things are all encompassing. I think it's really just an oversight from the devs, rather than being cannon.
@McGoobly
@McGoobly 6 месяцев назад
I care a lot about my box friends
@nnelg8139
@nnelg8139 7 месяцев назад
I have a bit of a theory, inspired by the DLC but requiring no knowledge of it. What if Ghost Matter and Dark Bramble are both weapons of a sort, things sent by other civilizations intended to keep anyone from reaching the Eye (which would destroy the current universe)?
@nestorskip9410
@nestorskip9410 7 месяцев назад
Thank you for posting this. I really enjoyed your perspective! Keep doing what you love.
@XpAceaapplesaresuperior
@XpAceaapplesaresuperior 7 месяцев назад
the probe doesnt take a photo, its a live recording of everything it sees so is recording the quantum object at its current state, i dunno if this makes more sense but i think its slightly more accurate😂
@Raitro_
@Raitro_ 7 месяцев назад
Game literally calls it an "image", so I don't think that interpretation is correct.
@XpAceaapplesaresuperior
@XpAceaapplesaresuperior 7 месяцев назад
my mistake, i think the droid you send out has a live feed, not the camera, sorry been a while since i played😂@@Raitro_
@AmaiarAiramand
@AmaiarAiramand 7 месяцев назад
Okay, so, a little bit of criticism for your criticism: while I understand your preference of having a character-driven storyline instead of a "per-chance" storyline, I think the game is constantly trying to make a point that "The Universe doesn't plan stuff, it's just a clump of coincidences that happen as it exists, and that's how things like life proliferate". This is one of the most important (albeit missable) quotes in the game, "The Universe is, and we are". It's not a game with a villain because it doesn't WANT to have a villain. It doesn't want you to see things as part of some grandiose plan, or to look at it from the perspective of a typical RPG Adventure. You're the protagonist, but there's no antagonist. Any obstacle you face is simply natural, it's not the game trying to punish or berate you in any way, it's just... the way things happen to be. On a side note, I do agree that having a sense of personal progression and skill development would be cool, but then again, this is no RPG or metroidvania. I think it's pretty deliberate that you can't craft your way out of situations, and that the only thing you gain throughout the whole game, is knowledge, and your own controlling skills as a player. It's not meant for you to see a problem and think "ah, I'll get an item to solve this sometime, I just can't do it", it wants you to know that you _can_ in fact solve it, and if you're not doing so is just because you lack the knowledge on how to do it. That's an amazing and unique experience that goes against the trend and in my opinion, the game wouldn't be as special as it is if it lost that identity (which is something that would happen even if done just once at the beginning of the journey, since it'd affect your mentality towards problem-solving for the remainder of the game).
@Pr0pheceye
@Pr0pheceye 6 месяцев назад
Personally, I like your changes with 3&4, but maybe this is just a personal preference, I like that the Nomai die to a random comet. I do agree that the comet should have already been there, and maybe the Nomai could have been drilling into the ghost matter without knowing what it is bc they aren’t sure what’s past the casing (still dying by their own hands). I think the first one could be fixed if the translator tool was made somewhat before the game takes place, or if you are one of the people pioneering the making of it and you like click a button to finish it during the tutorial or something. I’m no professional, though, just someone whose here to listen to your take on this game, and I loved your video!
@Raitro_
@Raitro_ 6 месяцев назад
If the comet had been there the whole time, then it wouldn't be a random comet tho, eh? So we kinda agree. Translator was finished relatively soon before you adventurers. There are lines in the game saying that this is the first space launch with a translator tool in hand. And that's another point of "coincidence", that really breaks the believability of the story for me. And thanks for stopping by! Glad you enjoyed!
@Chaps1
@Chaps1 10 месяцев назад
just stumbled upon this vid and it’s great you’re so underrated i’m sure you’ll make it big one day 👍
@Raitro_
@Raitro_ 10 месяцев назад
Wait until you finish it before deciding that 🤣
@sonicfan2486
@sonicfan2486 10 месяцев назад
I can definitely feel the necessity of the cutting room floor for the sake of the video😂😂 The choice between a healthy 1 hour video vs dozens of hours to see it all😅 I'm sure there were so many more experiments, theories, and hiccups than we'll ever know, but you condensed the most necessary bits into this well paced video. Sometimes i wonder if there were shole revelations you had that were left out, but i just can't know lol Kinda gives me a similar feeling to how I felt at the game's ending. I saw so much and knew I missed some, but I also knew I just couldn't truly know everything I got to experience a wild ride and then it ended with me satisfied with the overall experience Great video. I literally beat the game like... Two nights ago, so I've been looking for Outer Wilds content since i mostly can now. (I never knew Hollow's Lantern could even be accessed)
@gottagowork
@gottagowork 10 месяцев назад
Yeah well, if it was the whole thing I would have watched that too after checking the ending reaction indicating a positive experience. At least with players I don't "know" and their typical playstyle I need to verify they had at least a good experience.
@samuelbarrett1082
@samuelbarrett1082 6 месяцев назад
The only time I've seen smart people have such trouble with the angler fish is when they're extremely scared. It seems like fear destroys all logic every time. Really great format for an Outer Wilds playthrough btw. Good job
@samuelbarrett1082
@samuelbarrett1082 6 месяцев назад
Btw, the first thing you read in the ash twin tells you what the statues are receiving signals from. It's not a mystery and integral to the whole system working.
@Raitro_
@Raitro_ 6 месяцев назад
You're so fricking true there. I had a little bit of a leap in logic cause I assumed there was no atmosphere, but it makes almost as much sense for there to be so yep. Also, yeah. Don't know how I messed up knowing the ATP was connected to that statue. Just was a piece of dialogue I missed through my redrafts and scripts. My bad
@samuelbarrett1082
@samuelbarrett1082 6 месяцев назад
@@Raitro_ you got through most things faster than average, so I wouldn't sweat being freaked out anyway. If you ever play the DLC, a tip for future dark bramble traversing. Stay in your ship. Launch yourself into the red seed as fast as you can, then don't touch the throttle right before entering and as you slide past the fish. If not, I enjoyed watching your adventure and think it's more interesting to hear people's opinions on the game that aren't "it's my favorite game ever". Since the majority I see are.
@Raitro_
@Raitro_ 6 месяцев назад
From what I was told, yeah, it seemed faster, but I still feel stupid on some things that tripped me up. I s'pose that's what the game was going for tho. I will be covering/playing through the DLC at some point, just have been swelled up with life/other projects so don't be surprised if it's in a couple months or a couple years lol. And this game is weird, it's my favorite game ever in terms of exploration/gameplay but I have conflicting thoughts on the story you discover along the way. It's a mixed bag that's a little hard to articulate, which this video didn't really do justice imo (just look at the comments for how people vehemently disagree with me lmao). I plan to right this in my follow-up. Thanks for stopping by and watching!
@alumpinyourbrain
@alumpinyourbrain 21 день назад
I'll throw in here too, why not. 53:50 Ignoring what was already said about there being nothing to translate about Nomai coordinates, even if you had them you would have no way of reaching the Eye. Chert wasn't kidding, it's in such a stupidly far orbit your tin can would need hours to reach it judging from the gameplay distance. Also I do agree in a way with the Interloper being contrived. It always felt like the most bandaid fix towards clearing the Nomai out of the solar system. But I really don't see the point in adding faction disputes as it really would not fit with the theme of the Nomai. Personally I would just make it so the comet is the toxic waste flung away by an entirely new and irrelevant alien race that hoped it just float around and stay frozen and inert for all time. It doesn't make make the Interloper any less random but it does add the weight and meaning to make the random murder comet not feel like a piece of story duct tape.
@TheAwkwardGamer
@TheAwkwardGamer 4 месяца назад
Here's my rebuttal to your problems with the plot of Outer Wilds and it's "contrivances": *HEARTHIAN EXPLORER WITH TRANSLATION DEVICE GETS ATP'D THE NIGHT THEY'RE TAKING OFF* By the time the player gets pulled into the loop, the loop has already repeated 9,318,109 times before the first probe WE see launches and finds the Eye of the Universe... the coordinates of which it sends back to the Tracking Facility and saves it since that's the success condition. The instant it succeeded and found the Eye was the instant that all the statues activated and attuned to the ONE person that was the nearest to them at that point in time (only Gabbro and the player were in that position, the third statue was likely in the Tracking Facility and was always active, to ensure that no data was lost regarding the trajectories that the Cannon had fired before); in fact, if you talked to Gabbro on your first loop, he has no knowledge of the loop itself but DID experience what the statue did... which goes to show that both you and Gabbro were pulled into the loop at the same time. Whatever you do on your first loop is exactly what the Hatchling (the player character) has been doing for the last 390 years (that's how long the loop had been repeating before the Eye was found); the only thing that changed is that this time, when the Hatchling was going past the statue (which he has done every loop, at the exact same time), the Eye was found at that exact moment and you are now AWARE that you're in the loop, instead of being the same unaware explorer that you've always been. For 390 years, your character was one of the side characters in Groundhog Day, unaware of any change/loop, but it's only NOW that your character has become aware of the loop because it was NOW that the Eye was finally found. With regards to the translator tool, the Hearthians had been trying to learn about the Nomai for years, at the very least ever since they first began space exploration and discovered the ruins on their moon, Attlerock. Previous explorers were able to translate the Nomai text (Riebeck was able to translate the text on Attlerock, and considering that he's been stuck on Brittle Hollow for a while, it must've been long ago when he was doing his first explorations) and later, both Hal (the guy we meet next to the statue) and the PLAYER set out to make a perfect translator where there would be no translation errors. Hal and the Player were the ones who had finished the translator, so it only makes sense that the Player should be the one to test it out on his OWN space flight; Hal was merely handing it to him after the Player had finished their pre-flight ritual of sleeping under the stars (a custom among Hearthians). They likely made prototypes, using the Nomai texts brought back by other explorers to test/refine their tool on, with this only being the first flight with a PERFECT translator that was fully up-to-date on all Nomai vocabulary, instead of just rudimentary ones (like a "Nomai-to-Hearthian" translator book). The only unfortunate thing, that neither of them knew, was that the Player's first flight was doomed to only last 20 minutes or so before the Sun went supernova. Continued on next comment due to "returned error".
@TheAwkwardGamer
@TheAwkwardGamer 4 месяца назад
*NOMAI DIE TO A RANDOM COMET AFTER SUN STATION COMES BACK ONLINE* The Sun Station was NOT online for approximately 280,000 years... because the systems went to sleep 10 minutes after it last detected user commands (likely 10 minutes after the Nomai died). The thing that reactivated the Sun Station's computers was the scanners detecting a large increase in solar activity... as a result of the Sun reaching the end of its natural lifespan. In fact, the Sun Station (and by extension, the Ash Twin Project) were put on hold until they could find another way to power the source, with one of them discovering a comet entering the system that they thought "Hey, whilst we're figuring this shit out, why don't we satisfy our curiosity and study this new comet that just entered our range. It could be fun". The fate of the Nomai is perhaps one of the best strokes of genius by the writers. Science fiction is full of precursor races, and they usually become extinct due to either pride, curiosity, infighting, or conflict with another race. This clan of Nomai (since the Nomai species is still alive at the time of the game, just not in the star system (the Vessel, the ship trapped in Dark Bramble, was still receiving signals but was too damaged to send out a call for help)) died simply to plain old bad luck. The Interloper wasn't even connected to their search for the Eye, besides them being in the wrong star system at the wrong time. It was a random event of cosmic indifference, much like the Sun exploding in spite of the existence of sentient lifeforms within range, and no different than the single meteorite that wiped out the dinosaurs. The core of the Interloper (full of intensely lethal ghost matter) ruptured when the pressure built up as a result of getting too close to the Sun, spreading the ghost matter across the system. It was immediately lethal to everything and the only thing the radiation couldn't penetrate was water (which is why the Hearthians, a species that was originally aquatic early in its evolution) and the jellyfish on Brittle Hollow are the only living things remaining). Dark Bramble was the furthest from the blast and (considering that it was made up of pocket dimensions inside of pocket dimensions) was unaffected by ghost matter. Over time, the radiation dissipated to the point where life could once again walk on land, but the "water negates ghost matter radiation" point is fully testable on Giant's Deep in the tunnel near Gabbro, since if you walk in there when the island goes underwater, the ghost matter doesn't affect you. The Nomai wouldn't have known this since they only discovered it minutes before the core ruptured and killed them all. *ORBITAL CANNON'S TRACKING MODULE FALLS ALL THE WAY TO THE CENTRE OF GIANT'S DEEP (PLOT HOLE?)* The Orbital Probe Tracking Facility sinking into the core of Giant's Deep is NOT a plot hole. The Nomai themselves noticed this when they were building the Orbital Ship Cannon, and they even noted their surprise that a portion could even sink passed the current, let alone straight to the core. Anything that was dense enough (such as the ENTIRE Tracking Facility) or had enough force/speed behind it (as evidenced by the cyclones that pushed DOWN, as well as one of the game's achievements that is awarded for going fast enough to break through the current WITHOUT the cyclone (at a velocity of roughly 10km/s)) is able to break through the current and sink to the bottom, either of which is possible to have happened here. Also, the Orbital Cannon breaks when the player wakes up because that's the only time that the cannon has ever fired. The ones in charge of the cannon set it up so that when the cannon received the signal from 22 minutes in the future (when the supernova was MEANT to be triggered by the Sun Station) it would use the maximum power, however they pushed it too far and so the resulting force explodes the cannon every time the loop resets and it receives its command: "Fire". It was never fired whilst the Nomai were alive, because it needed the signal from the Ash Twin Project to be sent back in time... which only happens in a loop following the supernova of the Sun. Since the Sun Station never succeeded in causing a supernova, the cannon didn't fire until about 281,042 years later (according to logs from the Sun Station, which deactivated 10 minutes after the Nomai all died) after that clan of Nomai were well and truly dead... when the Sun reached the natural end of its lifespan. The supernova at the end of every loop is what causes the Ash Twin Project to send the command (and the data of all previous attempts, including the memories of anyone close to the statues), allowing the cannon to adjust its position before firing the probe. In fact, if you're within the Ash Twin Project when the Sun goes supernova, you can actually see (and even jump into) the black hole that spawns as a result of the supernova's power. *BRITTLE HOLLOW IS MOSTLY HEALTHY AND STARTS TO FALL APART AT THE BEGINNING OF THE GAME* This is true, and is probably the most accurate/legitimate of your criticisms, but I will try and come up with a theory on how it might work: It's likely that, whilst Brittle Hollow has been peppered with volcanic meteors from Hollow's Lantern over the years (causing a lot of the craters and gradual "hollowing" of what is beneath the planet's crust, with particles gradually falling into the black hole instead of the large chunks we see as the crust gradually becomes weaker and weaker), I believe that it was much rarer during the Nomai's time, since they were able to construct an outpost inside one of the volcanoes... only leaving when the volcanic activity increased as a result of increasing solar activity (this is mentioned in the logs). The increasing solar activity (and thus, increased coronal mass ejections from the sun) that came as a result of the upcoming supernova likely began messing with the magnetic fields of Brittle Hollow and Hollow's Lantern, leading to earthquakes from the resulting jolts that simultaneously weaken the crust of Brittle Hollow and increased magma flow to the volcanoes of Hollow's Lantern, leading it to expel more volcanic matter in violent eruptions that began impacting the planet's crust more frequently (since we can see Hollow's Lantern lose its volume of magma over the course of the loop, this shows that the volcanic expulsion isn't as common as it is today, otherwise the moon would've been barren by now). However, once one piece of crust fell into the black hole, it became a domino effect, with each piece getting structurally weaker (think of it like a brick wall, remove a brick or two from the middle and suddenly the rest of the structure either becomes easier to break apart or collapses in on itself). I mean, you can even see (at 1:12:05) that certain parts of Brittle Hollow have already been impacted a decent amount over the years, and that there were multiple layers of brittle rock standing between the crust and the core.
@Raitro_
@Raitro_ 4 месяца назад
Hey dude, appreciate that you believed in your perspective enough to leave such a long comment. However I responded to most of the rebuttals in other comments, so I'll keep it short. It seems like alot of your claims just say "there is more context to why it happens at this point" in regards to coincidence. When my point is that there is no causal relationship between two events, just very convenient timing (i.e translator and comet). But my whole point is true regardless of that context because my claims hinge on the fact that those two things are coincidental. So context really doesn't matter unless it proves a causal relationship, which I'm not convinced your points do. As for the comet, it seems we agree it's random. You just like it. And that's fine. But it is a bad storytelling practice, which is why previous writers never used it! Nearly all coincidence in storytelling is. OPC: The tides make it unlikely that it'd get to the core, the electrified core that repulses everything not perfectly insulated makes it impossible. That's the plot hole. Brittle Hollow: Glad we agree. I think the sun causing the moon to have increased activity is so scientifically horrible that I didn't mention that point in the video, as I think that reasoning makes the game worse. However... yeah, this game ain't scientifically accurate in all places. And it's more nuanced I gave it credit for. I'll be addressing that in the follow up. And hey, the fact that you left this comment means ya made it to the end. Thanks for watching!
@derpderpin1568
@derpderpin1568 3 месяца назад
@@Raitro_ More talking in circles. Just say "I cannot admit I'm wrong about anything". You wouldn't seem like such a toolbox.
@sprire2840
@sprire2840 3 месяца назад
I think you would benefit from watching the video "The one thing that sets Outer Wild's story apart" by greg boing, it talks about the positive's of Outer Wild's more plot driven narrative rather than being Character driven like you wanted it to be.
@Raitro_
@Raitro_ 3 месяца назад
Wait, a video that actually goes into the plot? That's a rarity with this game. Consider that added to my watch list. Will make sure to check it out before I do my DLC follow up Also, it is a character driven plot, at least according to the writer. She says so in her section in the "Noclip" documentary. And it is character driven up untill, well, the end of the nomai anywho
@trenth3492
@trenth3492 10 месяцев назад
Actually haven’t seen much of this game, looks really interesting
@brayerkh
@brayerkh 10 месяцев назад
If you love a well-written story, anything sci-fi, alien puzzles, or space physics/exploration; then this game is for you. Stop watching any video that could spoil anything and PLAY IT NOW and just enjoy the journey. If you don’t like games like that; then I recommend you keep watching and at least experience this beautiful story vicariously!
@brayerkh
@brayerkh 10 месяцев назад
This game doesn’t hold your hand though; you have to solve the mysteries through notes you discover and by experimenting. You really have to stop and think sometimes, and I wish open world/adventure games did this more often!
@Kavukamari
@Kavukamari 9 месяцев назад
heartwarming: tesla spaceship detects child stranded in sun, sets course to put it out of its misery
@EnemyOfEldar
@EnemyOfEldar 8 месяцев назад
Loved the video thank you. I too am a physicist and was terrified of nearly everything. I just wanna say so it is immortalised somewhere but I landed on the sun station first try by launching from timber hearth, matching that orbit and gradually reducing speed until I matched the sun stations speed. Then I tried the eject and almost lost it all and boosted my little space suit for dear life and made it on. Got the Hot Shot achievement and all. That was after I beat the game mind you and had already warped to it. I was just trying to get that achievement. You have to match its orbital velocity and if you try to get close you'll just shoot past it in a highly elliptical orbit. Need to spiral inwards by reducing KE. My replay had so many rotations around the sun it was dizzying. Thank you..
@Raitro_
@Raitro_ 8 месяцев назад
Oh beleive me, in concept I know how to land it... I just had a hard time putting it into practice lmao 🤣
@picklechinazzboi2991
@picklechinazzboi2991 10 месяцев назад
Letsgo new Outer Wilds playthrough just dropped. With a great perspective.
@El_Rey_247
@El_Rey_247 7 месяцев назад
"He a little confused, but he got the spirit." and "If I had a nickel for every time I [watched a physicist play Outer Wilds], I'd have two nickels. Which isn't a lot, but it's weird that it [only] happened twice."
@punpundit5590
@punpundit5590 6 месяцев назад
I don't think I would like your revised story as much as I like the story that is in the game. It is refreshing because it has no individual villain; the Nomai are a cooperative, honest people full of curiosity and empathy for the world around them (they refer to objects as if they are alive; the Vessel was "mortally wounded," the Orbital Probe Cannon is "well," etc.). Their flaw is hubris and self-righteousness as a people, rather than as individuals. I don't mind contrivance in a setup to a story, so long as the story is internally consistent and consistent with its presentation of the setup, so we have different perspectives here. Apart from your literary criticism I enjoyed this video quite a bit.
@Raitro_
@Raitro_ 6 месяцев назад
I can see your perspective! Can totally get your preferences in regards to some of the story changes (i.e. villain). This was more an example to prove contrivance wasn't necessary more than a serious rewrite. However I will say, contrivance plays a wayyyy bigger role than setting up the story. It continues the story, and payoffs are only possible because of contrivance after the inciting incident! Which is where it gets ROUGH from a storytelling perspective i'd say. Thanks for stopping by, and glad you enjoyed Also edit: Small thing, but the comet is technically the individual villain. Villain is all about story framing. I would have loved if the nomai died because of one of their flaws, but instead it's "random meteor", which just really sucks subjectively speaking.
@codebracker
@codebracker 2 месяца назад
@@Raitro_ while it is contrived, I personally think it works well as cruel irony. Just as the nomai set up the whole ATP, the sun station doesn't work so all the moral quandries they were arguing over don't really matter. And right after all their hard work, they die to a meteor they had no way of predicting, despite all their technological mastery. And lastly just as you were about to take your own first journey into space after years of training, the sun explodes.
@sprire2840
@sprire2840 4 месяца назад
after reading through all the comments I'd just like to say that it's alright to admit that you just wanted the game to only about space exploration and cool physics and you weren't interested in the story it was trying to tell. This is a valid viewpoint to have, and you're justified in what kind of games you like to play, but that doesn't inherently mean the story of outerwilds is bad. It just isn't what you were wanting from the game, and that's ok to admit dude. People who like the game aren't wrong, and people who don't like the game aren't wrong either. Either way though the game remains the same experience, it just depends on the person playing it and how they feel about it. Thank you for reading, I enjoyed the video and your reactions, and have a nice day
@Raitro_
@Raitro_ 4 месяца назад
Hey dude. I wanna clarify. I **was** interested in the story, which is why the conclusion and figuring out everything left me so dissapointed. I never said that Outer Wilds was bad because of it. It just had some bad storytelling within it. I still very much love this game, but recognize it's shortcomings. "Lmao Random Meteor" will never escape my head as one of the worse conclusion to a story arc I've ever heard. People aren't wrong for liking it. But if anyone defends that decision as being a good story decision, that's a different claim. I worked with more of the lattter than the former in my video. I have this logic laid out in a upcoming follow up that will (totally) happen (sometime before I die lmao). But hey, the fact you left such a response means you made it to the end! Thanks for watching!
@showd6229
@showd6229 10 месяцев назад
Just want to correct something you said: someone has to observe a picture of a quantum object for it to lock itself to a location
@Charlouf_
@Charlouf_ 9 месяцев назад
there is nothing in the game to explain from being on the eye to the "big bang" it's all assumption. Nomai tried to get to the eye, they got killed by the ghost matter, sun station wasnt powerfull enough, "some years later" ... you woke up on your first day working with the spaceship, wich occurs 22min to some hours before the probe found the eye while you were sleeping. So you meet the statue, that choosed and linked to you to make you remember stuff. And the whole loop thing was just there because the probe finds the eye just before the sun goes supernova. And you just can't stop it, it's the end of the universe, you may have not noticed, but there is a lot more stars in the sky starting the loop, compared to 22 min later. What happened in the eye ... i guess is a "quantum mess" from the game perspective. o7 And yeah, the thirst mask is linked to the Probe, when it goes supernova, a signal is sent 22min earlier, to make the probe shoot at a different or random direction thing (brainfart)
@levbac6711
@levbac6711 7 месяцев назад
10.44 him being scared of the quantum rock … same. I got scared more of those damn rocks than by anglerfish or dlc stuff
@wackender9542
@wackender9542 9 месяцев назад
The orbital probe cannon only fires once, so you don't need infinite probes. thats the reason for the timeloop. and brittle hollow falls apart because of the solar activity, which affects hollows lantern and makes it more violent. Therfore brittle hollow was only midly affected before (but of course people would still die from it). And a villain wouldn't make sense. The Nomai, even though they explore space, don't have a single weapon, neither found nor in there pictures, meaning they never really consider violence. So someone who was violent and wanted to destroy everyone seems very uncharacteristics. Also the interloper could've arrived at any point after the sunstation didn't work. It didn't have to be immediately, the messages on the tablets could be quite long apart. And I kind of understand what you mean about the ending, however you can hear all your comrades at almost every point in the solar system. And you can also talk with any one of them and have discussion about stuff you learned the more you discover yourself. I talked quite a bit with them, and together with finally hearing all the music intrsruments together to form the complete song was quite satisfying to me. But I agree with the quantum moon (was for gameplay) and that the timing of getting the translator and the supernova appearing was very convenient.
@Raitro_
@Raitro_ 9 месяцев назад
I've explained alot of your early claims in the comments. So go searching if you want my counters. Obviously, a villain doesn't make sense as the story is now, but the writer could make it make sense. That's their job. I give a few examples on how that could be done. Is it uncharacteristic for some to have a moral objection strong enough that they would enact violence for it? No, that could happen for any culture. Aliens too. Obviously, when you rewrite something, you change other details. A point I made is that this is an example on how to fix the issue (as I clarify video). Overall, you want the coincidental nature of the game to shift to character motivation. There are many character motivated reasons how everyone could have died; I picked a villain as example to demonstrate a point. Interloper could have, but it didn't. If it didn't arrive nearly immediately, we have no writings from that time inbetween, which is pretty sus my dude. Doesn't seem likely given that And I get your personal experience, however that's not everyone's experience with the game. Everyone will go on a a journey however, so you won't have sourpusses like me who won't relate to the ending. Overall net enjoyment of game increase would ensue. Hell, my revision could include all your buddies if you talked with them enough even. This game suffers alot from trying to make gameplay work without having solid logic for it. It's my main gripe But regardless, you leaving this comment means you made it to the end! So thanks for watching!
@c0dejj853
@c0dejj853 9 месяцев назад
Instead of trying to explain the reasoning for each of the lucky events, because you've already heard it a lot, I'm going to bring some larger speculative lore into the discussion. I've seen a common idea that the Eye needs the observer because it needs to collapse it's infinite universes into 1. It does this by using the experiences and knowledge of the observer to create a new universe, in which the Eye can be observed again. This universe must follow a few rules to succeed: 1. The universe must have a form of conscious observer 2. The observer must be able to get physical access the Eye/observe the Eye 3. The observer must be able to reach the eye before the inevitable end of the universe 4. The observer must have enough knowledge/understanding to be able to create a new universe that also fulfills this list, when observing the Eye Clearly the Nomai would have been the observers, due to their interest in reaching it. But after their sudden death, only 1 option appears to remain alive: The Hearthians. The coincidence of the events in the game MUST have happened, or else rules 2 and 3 would be false. The universe itself was created so that eventually the Hatchling could reach the Eye, as if anything was slightly different, it would have never happened. Yes this theory does put everything up to luck, but the lore does explain it, and I believe discredits the "bad writing" idea.
@Raitro_
@Raitro_ 9 месяцев назад
I do not like this defense, as if can explain away all the issues as essentially "it had to be this way", which can erase every criticism or praise. It's a stones throw away from "The villain perfectly planned the hero leading here". So it had to be contrived. In summary, the argument can't be falsifiable.
@dudeydude77_clips
@dudeydude77_clips 5 месяцев назад
Everyone who uses MnK seems to struggle with the space controls lol
@LukasJampen
@LukasJampen 10 месяцев назад
I think it being a coincidence everything happened the way it does is kind of the point of the whole thing. We aren't a chosen one destined by the eye, we just happen to be there at the end of the universe. Or are we? Maybe the Universe ist destined to end by being observed and all live is only there to kickstart the next universe. Also this randomness/coincidences highlight how feeble life is on a cosmic scale. There are a large number of events that could completely wipe out all life on earth and we could do nothing to prevent that. Also the reason Brittle Hollow is only just falling apart is kind of explained. In one of the volcanoes there is a device stating that there is increased volcanic activity. This could mean that the moon was dormant for some time or that the Nomai found a way to lessen it. But yeah that involves me interpreting things the game doesn't say and I had similar thoughts to you on that. It definitely is not perfect as a game but no other game I ever played gave me a feeling of wonder and curiosity as this did. Ever since I played it a couple months ago I have been captivated by it in a way no game and only very few things in my life have. Also cool shout out to the Longman.
@TheSeptet
@TheSeptet 6 месяцев назад
Black holes don't have to be activated by you, you can also activate them with your scout. Edit: Don't know why you suggested that the Nomai's own scientific process is what kills them. The whole point of the story is that there is no villain, no one to blame. That death can come for us unexpectedly. That we need to strive to be the shoulders upon which the next generation stands. To have the Nomai destroyed for daring to reach for the stars is antithetical to the entire work. As well, if you talk to the other characters, you can see that YOU are a xeno-linguist, and the whole point of your trip was deciphering the Nomai script. That's why you're ready to go at the start of the game. It's a tragedy that your people were born so shortly before the universe died, not just a coincidence. Just like the comet showing up as the Sun Station failed. No matter when the comet appears, the Sun Station still ends in failure. No matter when the sun explodes, you will still die. All things end, the only difference is timing.
@Raitro_
@Raitro_ 6 месяцев назад
Oh, scout detail is neat. Didn't know that. Still very clunky design from the nomai's perspective. And timing is pretty darn important lmao. The point that you are the xenolinguist that gets ATP'd is convenient timing and positioning. I never get the point of why "there is no villain, there is no reason, they just die and that's the point". Like you can defend any story by saying "thats the point". No story can be bad with this framework. So my criticisms don't factor "what the point is" because it's too arbitrary. In fact, I argue that the plot gets so convenient, that it feels there is some "divine power" making it happen. Because the odds this game needs makes Dream's minecraft speedruns jealous. Makes way more sense that the Eye caused all this then it happening by chance. My issue is that it's really convenient, and saying that it's tragic or you like it is really sidestepping the criticism.
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