Outriders A Square Enix Launch Failure



Outriders the coop game published by Square Enix and developed by People Can Fly, launched with multiple failures of an otherwise great game. Outriders has a lot of potential and is extremely fun to play. But it does bring up an important issue. Tying the solo game play to an always online requirement is not a wise decision. Outriders proves that always online has huge flaws for gamers.

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Kernel Level Anti Cheats: https://youtu.be/zAlK-ImepiI
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45 thoughts on “Outriders A Square Enix Launch Failure”

  1. I really appreciate you watching. And if you enjoyed the video consider subscribing and hit the bell to be notified of when I upload. I appreciate the support.

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  2. always online is a no no for me. usually u play games when u have no internet or its bad. my games go online only when i wana play MP or update.not gona get this game even if its free. good vid GT keep em comin.

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  3. Played the whole game solo, only got kicked out twice due to server issues, but had to go to lobby and back in every time i loaded the game up because i had no hud the first time i hit continue. Playing expeditions with randos for fun, and the "you are lagging" icon is a permanent addition to my hud despite having a solid internet speed. So yeah, servers could definitely use some work, and i'd love if the game could be played offline, but im overall having fun.

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  4. Always-online requirements for games with strong single-player is never forgivable. It wasn't cool for Diablo 3, and it's not cool here. But until we see gamers unite against it like how we were with Xbox One's gross daily online drm (I wish that current Xbox consoles would allow people to create offline profiles, like one the PS5 and Switch), this crap will continue.

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  5. I know most people like to push agendas, myself included, but you really should research things better, before you make a video like this.

    I mean, they have a "Microsoft Azure PlayFab" logo in the loading screen, and it has no amazon logos anywhere. Why would you assume it's running on amazon? This one is so obvious…

    If you google "outriders playfab issues" the first result is a reddit post, where the author outlines some interesting playfab issues that were reported by microsoft at about the same time when Outriders had their outages. So the outriders "Server code" is probably not even responsible for the issues that we had.

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  6. I'm here from Upper Echelon channel, and I like what I am seeing) I have just one small issue, I think outro music start is too loud. Other then that, good and informative video, keep it up!

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  7. Good luck getting rid of tencent. Too many American politicians and businessmen want a piece of that pie and they're completely willing to sell out every American for that piece of the pie. America's not what it was and never will be again. The 2020 election should show you that

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  8. I agree that online only sucks.
    But wouldn't storing progression data on the client be an open invitation for people to crack the system in some way and temper with stats of items etc.?
    Or is there already a proven system to sync online / offline data after an offline session that guarantees that no local file manipulation took place?
    I mean we have this issue since forever. Even D2 wouldn't let you play ladder offline for these reasons, as duping could potentially be done without creating a detectable copy but an actual new item with valid ID so long the mechanism was known to the one writing the file manipulator.
    Even with a well proven method they would still need to implement it right .. idk… i'd go for a separate offline mode like D2 were people can experiment even on server down and then opt the servers to not go down… ideally before launching.. but we live in the E-A age where E stands for early and A actually stands for alpha not access.

    And yeah kernel level Anti-Cheat will change nothing really.
    They now have a chance to detect kernel level cheat tools but it just elevated the cat and mouse game to the next level.
    All that can already be done better by gameplay analysis as it doesn't rely on anything other than the gameplay itself.
    And in the day and age of neural networks identifying suspicious gameplay and handing those cases over to human control should already be able to work well enough to put any kind of traditional anti-cheat as the only way to circumvent it would be to appear more human-like which would place the cheat software in the realms of possibility for human reactions and effectively forcing anybody using it to return to a level humans can compete against which is the main issue with cheat software outside of official turnaments..
    At least imho the frustration losing against an obvious cheater is much worse than losing against somebody who just seems like a damn good player.
    If someone is just better (but within what humanly is possible) then it is more like a challange to most and even if the cheating player doesn't deserve his success at least the rest of the players don't feel as frustrated.
    At least that is how i feel about cheaters. If they are indistinguishable from peak players i don't mind as much as i can see it as a challenge. While i might be an exception since i actually also enjoy trying to kill obvious cheaters by trying to find weaknesses in their cheat software.

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  9. You know what is beyond frustrating. No one would accept this sort of thing from any other industry. You think people would give Samsung a pass if their mobiles or TVs would stop working for 3 days after being bought? Would people give car manufacturers a pass if their cars broke down day 1? What about fridges, ovens, hell anything? No they wouldn't but for some reason the games industry gets a pass. For some reason people are so unwilling to hold these developers and publishers feet to the fire when they screw up. It's like they worship them as new gods and their gods can do no wrong. Developers and publishers don't love you, they don't care about you, hell they don't know you even exist. The only thing they care about is your money. The sooner you come to terms with this the less mental damage you will suffer when they disappoint you.

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  10. I came over to your channel from UE's, watched your video and loved it. Subscribed! You, sir, are good and I hope go far in this industry. Looking forward to your content!

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  11. its funny how in the days of late 90s and early 2000 there was a better system. Diablo 2 could played solo offline. your character was stored locally. yes it could be hacked, but who cares. If you wanted to play ladder/coop etc you had to log into battle.net. Your character would then be stored on their server. Where also anti-cheat etc can be run.

    These days everything has to be either/or and can't be both. thus you get always online crap. I haven't pirated in 15-20 years. but with this development… I'm going back more and more to piracy. At least then games run properly. No DRM slowdowns. No Internet worries if you get hit by bad weather or something. Companies are becoming more and more anti consumer. Creating their self fulfilling prophecy of "pirates". novel idea… employ proper practices without the bs and we wouldn't even need to pirate.

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  12. i'm here from UEG, just to check the story behind the "launch parade"… and not because of the game (because i've got bored of it just by watching it in UEG's vid… in the 4th minute… it's just another rinse&repeat bs we have loads of and none of them are any fun, that's just the sense of playing something new that drives you (the player) and that can hold you only for so long before you realize you play the same thing as many times before)
    btw i miss the dial-up times, it always got me shivers down the back when hearing this sound (yeah, finally home and online, time to log in to my text web game with friends a check out how many times was i attacked and how many times i defended mysel)…. good times…

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  13. I miss the days when I could boot up a single player game and not have to worry about whether the servers will still be functioning when I want to go play it again in a few years.

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  14. I've heard that day one server issues means they don't want to pay for more capacity because after a week or two the playerbase will drop off anyway.

    But now that I realize they would only have to pay for extra capacity for like one month so there's no logic behind that, I can only wonder. Although the more populated a server is the more it lags, I learned that from playing survival games on private dedicated servers.

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  15. Came here because of UEG, stayed for the Axial. Once I saw the online only tag Outriders was an immediate turnoff for me. I like me a multiplayer experience but when I can't solo because I don't have an internet connection is already a red flag. It's also unsettling how 9/10 times nowadays my friends and I will wait 6-18 months to buy a game because it'll have A) ironed out major flaws, B) gone on a deep sale or C) both A and B. In the 90s and early 2000s you had high guarantees of a finished product you could reliably play and enjoy (remember getting demo disks in the mail anyone?)… now it's "Wait for the laziness of corporate to catch up to the effort of gamers".

    $60 for this unfinished product… ? Please, if it was $30-$40 while delivering fixes and you could play offline it'd be worth it, but definitely not $60.

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  16. Another problem with always online is the game isn’t worth the space it takes on the shelf when Square decides to shutdown the server. It’s a timed game, no matter how you look at it.

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