Out of Action
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5.00
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Features
- Brutal action combat ✔
- Fluid movement and dynamic combat maneuvers ✔
- Advanced multiplayer ‘bullet time’ ✔
- Substantial selection of weapons, attachments, augments and devices ✔
- Deep loadout customisation ✔
- Gore and dismemberment ✔
- Dark, ’90s anime aesthetic ✔
- Multiple, solo and team based, game modes ✔
- Dystopian, Cyberpunk environments ✔
- Achievement / performance based progression and cosmetics ✔
- Official and community ran dedicated servers ✔
- Server browser ✔
- Offline mode with high replayability and separate progression ✔
Steam User 66
I have never felt so out of my depth, so incapable, and powerless in a shooting game.
For context, I, "Unc Status" millennial that I am, typically play grand strategy games like Victoria 3, Eu4, and Stellaris as well as RTS games like Warno.
Lately though, I have wanted a highly customizable arena shooter similar to Perfect Dark (N64)'s arena. This game scratches that itch and gives you enormous customization options as well as extremally deep mobility, weapons, skills, with an enormous variety of builds to express players playstyle and preference.
All this is to say, I am so, unbelievably out of my depth in this game I should change my name to Bot01 to better reflect my skill level.
With that said, its a great arena shooter and I highly recommend it.
Just be sure to go easy on me if you see me in a lobby.
Steam User 65
fun game but refunded because there are no players rn. would buy again if it does well on full releaste
Steam User 52
Id like to start by mentioning that I’ve been testing this game with Doku for over 1000hours across all versions. Of course I like the game! I also believe I’ve gained a pretty good understanding of his vision for this game throughout the last 2 years.
This is an early access release, there are unfinished weapon models and animations, ALL of the current maps are test maps and will be phased out of the game as time goes on. There are only a few game modes currently as well, with more on the way. The gameplay however is the most polished part of this project. This is not like other FPS games. It has more swag and more style than any AAA shooter I have ever played in my 30years of gaming. There are BILLIONS(not joking) of possible build combinations. I’ve never played an FPS with so much player freedom and expression. The game gives you an incredible amount things to mess around with and there’s many possible whacky crazy builds. “Doesn’t that mean that this game is a balance nightmare?” You would think so, but somehow Doku has created a system of augments that ALL have upsides and downsides. EVERYTHING in this game has a counter to it. If you are willing to learn the systems of this game, it will reward you with exciting cinematic FPS combat that you can’t find anywhere else. To top it all off, Doku has 0 interest in battle passes or in game item shops or daily and weekly FOMO grinds. You buy the game, play it, and unlock all the cosmetics through mastery and completion.(the cosmetic unlocks are not present at this time in EA). The game isn’t easy at first. YOU WILL DIE…….a lot until you begin to understand how to counter your opponents, and then you die some more :) ITS A GOOG DAY FOR OOA
Steam User 37
tl;dr the game lovingly apes a bunch of really good shooters, executes on its vision in a questionable way, but is still very fun and worth a look
EDIT: now up to a bit over 30 hours. I feel mostly the same. I think there are some definite balance issues to be addressed before this could ever be taken seriously as a competitive game, but it's a (generally) fun sandbox for the moment and a good deal of content seems to be on the way.
Have you ever wanted to play a movement shooter where the movement doesn't work properly and the maps aren't built for it? How about a tactical shooter where everyone has wallhacks and the guns don't shoot bullets where you point them? What if you could remedy any of these problems, but only by using limited customization slots that you can only fill properly after a good 50 or so hours of gameplay that you'll mostly spend getting bodied by the same two dozen players that have already unlocked these things and theorycrafted the most obnoxious possible builds from an incredibly bloated skill tree?
Don't get me wrong: the game can be fun. Extremely fun. When you actually do start to accumulate customization options for your loadout and unlock enough points in the skill tree to actually enjoy some of its passive bonuses, you can access some intriguing combinations. The game feels like a love letter to a bunch of really good, genre-defining shooters of the last two decades, and the audacity of trying to cram so many mechanics into a single shooter is commendable in some sense...but that doesn't save the experience from some strange design choices.
The game has Titanfall-esque movement like wallrunning and sliding? Great, except OoA adds unnecessary extra inputs, stamina bars, and slow transitions between maneuvers to a system that was already one of the best in the genre. The game has GunZ-like dodging and melee weapon quick-attack dashing? Great, except you need "aerial maneuver charges" to do most of it and you only get two charges by default. The game has aerial somersaults like in the trailer so you can do insane trickshots? Sick, except that requires using a customization slot that could be used for one of the many overpowered tactical buffs the player can unlock. You might be noticing a theme here, but we'll come back to that.
The weapons are mostly generic and about what you would expect given OoA's obvious inspirations. Big, cumbersome sniper rifle that can one-shot to the body (at least sometimes)? Check. Multiple flavors of submachine gun that are incredibly overpowered at the game's typical midrange? Check. Shotguns tuned so they beat submachine guns at what you'd expect to be the submachine gun's dominant range? Check. The best part is that the game uses both ballistic simulation (at least for bullet velocity) AND everyone's favorite, random spread while firing. If you've ever played a shooter with spread gain instead of firing/recoil patterns on non-hitscan guns, you know that this is an awful combination; it's especially egregious here given it even affects precise weapons from the first shot. I've only played 16 hours at this point and I can't even count the number of perfectly lined-up shots that have just... gone somewhere else because I wasn't running three different customizations to mitigate spread.
Doku also saw fit to throw in a bunch of special ammo effects as their own form of weapon customization, and even the ones that are accessible without -- you guessed it, a wholly different customization -- feel a bit overwrought. Shoot through walls harder with faster bullets? Drain your enemy's stamina bar and slow them at the same time? Apply a bleeding debuff in a game where the default form of healing is a very poor medkit on a long cooldown? I hope you enjoy dying after you've escaped or killed your foes, or trying to use the huge array of cool movement mechanics only to have them shut down by someone clipping your foot with a round or two.
Oh, and the wallhacks? Yeah, everyone gets wallhacks that disable their guns -- but still, wallhacks. There are also customizations to get more wallhacks, longer-range wallhacks, or wallhacks that work while using your gun (and did I mention some of the guns can shoot through walls? And get customizations to do that better? It's asinine). And although it's not directly related, I sincerely hope you don't want to use sound cues to navigate, because enemy footstep sounds are borderline nonexistent regardless of the enemy's loadout -- so maybe you need the wallhacks.
The skill tree is also... something. It isn't so much a tree as a fat, tripartite bush, and rather than spec into specific things you just dump upgrade points into each of the three branches and get both passive bonuses and various customization unlocks. This, of course, means that you can't get any of the more interesting components of your loadout without playing a decent number of hours -- nothing too excessive in general, but quite excessive given how much the skill bush investment constrains what could (I'd argue should) as easily have been basic gameplay functionality.
Most of the mechanical problems seem to come from wanting to do too much cool sh*t at once and suffering a serious identity crisis as a result... so at least these issues exist for a good reason and not just because the developers are lazy or idiots or something like that. The game has an amazing skeleton. It's got high replay value even as-is. The community contains some elitists -- unsurprising for a game with as much mechanical depth and skill expression as OoA offers -- but most people seem friendly. It's fun.
I'd recommend buying the game. If nothing else you can easily get some hours of enjoyable play out of it, even if you find the same things frustrating that I do. And who knows? It's Early Access -- I think at least some of the above will end up changing for the better by the time the game rolls around to a full release. If so, OoA could easily take a place among its inspirations, and I think that's worth supporting.
Steam User 37
I’m a new player, and I was genuinely frustrated at first, but after an hour or two of figuring out a build I liked, I started having a lot of fun. I’m hooked. The game isn’t perfect, there are quite a few things that need balancing, not to mention the lack of a tutorial, but once you understand it, it’s a lot of fun.
Steam User 36
Out of Action is the only the First-Person Shooter I have been able to pick up in the last 2 years.
This game just does everything in the genre best. Visually it is a cinematic masterpiece; the anime style ( I dont even watch anime ), the gore, the bullet tracers, the explosions to name a few are all expressive and immersive yet everything is very distinctive and easy to distinguish despite how much is often happening before you.
The gunplay is perfect. Each weapon is challenging in a unique way and rewarding to master, despite how customisable each gun is, they dont overlap, but rather provide something for every gamer. The gun models speak for themselves.
The buildcrafting and customisation is at a depth you would expect only from RPG games, yet selections of augments, shells, devices etc all interconnect in an unbelievably thought out way. No augments or choices make simple stat adjustments, but alter your experience as a whole (to varying magnitude) yet all these mechanics (not limited to invisbility, free flight, dual wield ) form their own diverse combinations meaning you can try something nobody has tried before, that feels like its own new game, and is balanced and free of jank.
I could go on for pages about audio design, multiplayer experience, game modes, progression, or really anything, but I will finish off by saying that the server browser design of this game and the involvement of the developer Doku in his community has resulted in the game becoming a tight-knit social group of people from all walks of life, always open and eager for new players who share an interest in Out of Action.
Not to undermine the works and creativity of the indie and studio development gems of gaming, but no game has every really managed to successfully execute a concept as ambitious as Out of Action [/b[ ever.
Steam User 14
I'd say the best indie FPS game on the market. This is a breath of fresh air for me. I had stopped all arcade shooters like COD or Battlefield for a good bit due to the obvious slop from AAA studio's. I'd seen this game pop up on youtube here and there and it always looked super cool. %100 honest opinion it is some of the most fun I've had in years if not decades when it comes to gaming. Also %100 honest opinion, there's a lot of options when it comes to how you play. Luckily, there's a very natural progression that makes you want to learn the system instead of just being there and hoping you learn it.