Explore all 88 feature scores for Star Wars Outlaws, organized into pros and cons.
Scores by Feature
Summary
88 reviewed features-
Very positive 4.5-5.015 (17%)
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Positive 3.5-4.430 (34%)
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Neutral 2.5-3.435 (40%)
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Negative 1.5-2.48 (9%)
Pros
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The strongest consensus is authenticity: sights, sounds, locations, props, and underworld tone repeatedly make the galaxy feel unmistakably Star Wars.
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Accessibility is a standout, with broad menus, presets, and customization that make the game easier to tailor to different needs.
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Immersion is a signature strength, built by detailed locations, seamless travel, ambient activity, sound, and small interactions; bugs can puncture the illusion.
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Voice acting is a major strength, with the cast repeatedly praised and Humberly González receiving especially strong notices as Kay.
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Locations are packed with tiny Star Wars details, dense settlements, and carefully recreated spaces that reward slowing down and looking around.
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The criminal underworld, everyday cultures, and lived-in settlements make the galaxy feel broader than the usual Jedi-centered Star Wars stories.
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Performance varies by platform and release period; later patches and the Switch 2 port earn praise, while launch PC and console accounts cite stutters and roughness.
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Nix is repeatedly useful for distractions, switches, fetching gear, and combat support, making the companion mechanic one of the better integrated systems.
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Mission design ranges from excellent multi-stage side adventures to linear, repetitive infiltrations; post-launch changes make many jobs more flexible.
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The game borrows heavily from established open-world ideas, yet its grounded scoundrel perspective and Star Wars underworld setting help it carve out some identity.
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Worlds, lighting, and vistas are often gorgeous, but character models, pop-in, blur, and occasional jank keep the visuals from being uniformly polished.
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Freeform wandering is a major draw, with organic rumors, side activities, secrets, and scenic detours making the planets more compelling than a checklist map.
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Most takes find genuine fun in the Star Wars fantasy despite the rough edges, while a smaller group strongly rejects the repetitive systems and clunky execution.
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Nix and ND-5 are frequent standouts, while other crew members and faction figures can feel underused or slow to develop.
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Cantinas, markets, Tatooine sunsets, and lived-in streets create one of the game’s most consistently praised strengths.
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Blasters, ships, ambience, and environmental effects sound unmistakably Star Wars and rank among the game’s most consistently praised elements.
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Cross-save is a clear positive on Switch 2, letting returning players transfer progress and making the portable version easier to adopt.
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The Switch 2 Gold package earns strong value praise for bundling the major story DLC rather than charging separately for the core additions.
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Lockpicking, hacking, and traversal puzzles range from satisfying to annoying, with the rhythm-based data spike especially polarizing.
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Faction discounts, credits, and rewards give choices practical stakes, though some payouts and reputation rewards feel too small to make decisions truly consequential.
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Frame-rate reports improve across versions; Switch 2 largely holds its 30fps target, while some launch and PC accounts describe stutters or drops.
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Blaster, speeder, ship, and ability upgrades are useful and generally well integrated, especially through the Experts system.
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The overall visual vision and Star Wars aesthetic earn strong praise even when technical execution, character models, or image quality fall short.
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Star Wars lore is woven through locations, comic references, familiar characters, factions, and historical details without always overwhelming newcomers.
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The reputation system creates fun tactical tradeoffs, but many critics say big choices rarely reshape the central story enough.
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Crafting is lightweight and easy to feed with found parts, and one take especially likes how looting, crafting, combat, and upgrades flow together.
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Haptics earn specific praise for making the speeder and adaptive triggers feel more tactile and physical.
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Stealth, gunfights, Sabacc, side jobs, exploration, puzzles, and space travel keep the package varied even when individual systems are uneven.
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The score is repeatedly praised for balancing familiar Star Wars sweep with its own themes, giving the underworld adventure a strong musical identity.
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Kay’s multipurpose blaster is useful, but launch restrictions around carrying dropped weapons frustrate; later updates make the arsenal noticeably more flexible.
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The cast is directly praised as fantastic and fitting for the Star Wars setting.
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The campaign and side content generally feel substantial without becoming overwhelming, and one current-state take especially likes that the story can fit a weekend without forcing a rush.
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Switch 2 handheld mode is singled out as the strongest way to play that port, smoothing over visual cutbacks while preserving the experience on the go.
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Directly selecting planets and systems from the travel menu is called out as a particularly convenient way to move around the galaxy.
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The Switch 2 package adds motion controls, cross-saves, and touchscreen inventory management, making the port feel thoughtfully adapted to the hardware.
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The interface is at its best when it stays clean and avoids map clutter, helping the open world feel less like a wall of objectives.
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Lighting, ray tracing, blaster impacts, and atmospheric effects can look excellent, particularly on stronger ports, even when base image quality dips.
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Eavesdropping, ambient chats, food stalls, Sabacc, and small contextual actions make hubs feel interactive, though some environmental objects still lack meaningful reactions.
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The game can land strong emotional beats through nostalgia, Kay and Nix, and ND-5, even when the broader narrative is uneven.
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Outlaws rarely reinvents familiar open-world mechanics, but its scoundrel focus and reputation structure give the formula a few distinctive twists.
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Food QTEs are cute and sometimes reinforce Kay and Nix’s bond, but several critics find the interaction mildly annoying or unnecessarily mandatory.
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One parent-focused take considered the stylized violence mild enough for a 10-year-old, despite the game’s teen-oriented rating context.
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Camera behavior is uneven, with complaints around traversal, depth-of-field, and vehicle visibility, though later updates improve some rough interactions.
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Console loading is described as decent, with the planet-to-space transitions doing a good job of hiding much of the waiting.
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Fast travel can be very convenient, but wanted-state restrictions frustrate when long-distance movement is needed most.
Cons
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Launch-era coverage reports intrusive glitches and rough technical edges, while later patched versions are noticeably cleaner.
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Full-price and premium-edition pricing draw sharp criticism, especially the $70 base game, $130 packages, and paid early access.
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Kay’s arc splits opinion: some see convincing growth and earned relationships, while others find her development thin or nearly static.
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Checkpointing was a major launch frustration, with erratic saves and lost progress; a later current-state take calls it frequent, fair, and reliable.
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Enemy AI is a recurring weak point: guards can be oblivious, predictable, or inconsistent, though a few later impressions find them just smart enough to keep stealth engaging.
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The trimmed Ubisoft structure reduces checklist fatigue for many, though fetch work, busywork, and repeated contracts still surface.
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Technical polish is the biggest presentation caveat: launch builds show bugs, lip-sync issues, pop-in, and rough systems, though patches improve the experience.
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Platforming is functional but often stiff or imprecise, with grappling, ledge interactions, and prompt reliability drawing repeated complaints.
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General controls can feel responsive, but button-prompt failures, traversal quirks, and vehicle precision draw recurring criticism.
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The game can take too long to click for some players, while others find its controls and overall structure approachable once the opening settles.
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Collectible cosmetics can feel overused and low-value, weakening the sense that every pickup is worth chasing.
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Navigation is cleaner than icon-heavy Ubisoft norms, but confusing markers, hidden entrances, and disorienting layouts occasionally make routes harder to read.
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Value depends heavily on price and edition: bundled Switch 2 content is praised, while several players recommend waiting for a sale instead of paying full price.
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The opening can feel restrictive and slow to reveal the game’s strengths, with some players needing many hours before the adventure fully clicks.
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Levels often provide multiple routes, verticality, and strong atmosphere, but some layouts can feel overly guided, maze-like, or restrictive.
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The speeder is fun for crossing scenic worlds but frequently criticized as floaty, twitchy, or hard to control; later patches improve it somewhat.
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Faces and lip-sync are a recurring presentation blemish, with desync and uneven character models hurting otherwise strong cutscenes.
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Difficulty is highly adjustable, but many find combat or stealth too easy once the systems are understood; others appreciate the challenge when options are constrained.
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Space travel looks and sounds exciting, but dogfighting splits opinion: some call it smooth and fun, while others find it dull, stiff, or underbaked.
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On-foot movement is generally workable, but climbing and traversal can feel stiff or awkward; later patches smooth several interactions.
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Stealth is the most divisive mechanic: launch detection and instant-fail rules frustrate many, while stealth fans enjoy the Nix-assisted tools and later updates substantially improve flexibility.
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Outlaws feels more flexible after updates, but launch restrictions around stealth, quest boundaries, and vehicle use often undercut the sandbox fantasy.
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The loop can be absorbing when exploration flows into jobs, faction decisions, upgrades, and combat, but some critics find the repetition increasingly obvious.
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Dialogue and banter get mixed marks: character chemistry can be charming, but some conversations and systemic reactions feel thin or static.
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Completionist tasks, faction experimentation, and plentiful side content give reasons to return, but repetitive contracts limit the appeal for some.
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Contracts and side missions can feel varied and surprisingly layered, although repeated faction jobs still blur together for some players.
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Save reliability is mixed by version: some launch accounts describe cloud-save, checkpoint, or resume problems, while later builds preserve progress much more reliably.
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Enemy variety is limited, leaning heavily on troopers and syndicate fighters; several critics wanted more creatures and distinctive threats.
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Violence is largely stylized lasers and punches, but simulated gambling keeps it from being completely family-friendly.
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Writing quality is uneven: intimate character beats and underworld flavor work well, while some dialogue, arcs, and systemic reactions feel underdeveloped.
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Pacing is mixed: some praise a natural flow, while others find the start slow and the tension between urgent story beats and abundant side content awkward.
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Several launch-period players encountered crashes, while later patched versions report far fewer problems or none at all.
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The best side quests organically expand from small leads into memorable adventures, though routine fetch and delivery work remains part of the mix.
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Environmental animation can impress, but character movement, takedowns, and cutscenes are repeatedly described as stiff, canned, or rough.
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Replacing a standard skill tree with Experts and challenge-based unlocks makes progression feel more organic, though not every ability is equally useful.
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The single-speeder limitation disappoints players who expected a broader sandbox of drivable Star Wars vehicles.
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The heist premise and personal underworld angle are entertaining, but character arcs, pacing, and payoffs divide opinion sharply.
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Aiming ranges from responsive and manageable to noticeably inaccurate in some accounts, so precision is not consistently praised.
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The Experts-based progression is widely liked for tying new abilities to exploration and challenges instead of conventional XP grinding.
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The planets favor dense, authored spaces over planet-sized sprawl, earning praise for atmosphere while still carrying familiar Ubisoft repetition and boundaries.
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Kay Vess is divisive: many find her warm, engaging, and refreshing, while others see a thin arc or a generic smuggler persona.
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The gameplay is a mixed toolkit rather than a single standout system: competent pieces add up to a fun adventure for some and a formulaic one for others.
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Blaster combat is usually fun and serviceable rather than deep; later updates improve flexibility, while repetition, cover limitations, and simple encounters remain common complaints.