Outland features the responsive, satisfying platforming found in the
Prince of Persia games and mixes it with the polarity-based bullet hell nightmare from
Ikaruga. It's a great idea in concept, and an even better one in execution. The main character climbs, wall-jumps, swings his sword, and dashes about with ease. It's a good thing, too, because the world of
Outland is full of deadly enemies and booby traps.
Once you're about thirty minutes into Outland, the main character gains the ability to shift his spirit energy between light and darkness. This mechanic is the focal point of the game, as nearly every bit of gameplay revolves around it. If you're light, you can absorb bright bullets, but you can be hurt by dark ones -- and vice versa. The platforming is affected by this, too; your spirit energy alignment can make certain platforms disappear or move when you stand on them. Believe me when I say that Housemarque has squeezed just about every drop of creativity out of this mechanic, as some sequences are simply mind-blowing.
Outland features a simple currency system which you can use to attain health and spirit energy upgrades, and it also utilizes a Metroid-esque ability system. As you discover new abilities, new paths are opened up, and lots of these are used to great effect in the game's outstanding boss fights. This style of game design rarely fails, and it certainly does well by Outland.
Outland proves that a game can be wonderfully fresh and original even while being powered by old ideas. The digital market is full of sleeper hits, and Outland is destined to be one of them.