The Outer Wilds, Nine Sols, And Embracing The End

Speaking very broadly, video games have generally conditioned players with a specific set of expectations when it comes to endings: if there’s someone to rescue, we will save them, no matter how many lava-filled castles we have to platform through. If there’s a kingdom at risk, we’ll topple the evil wizard, demon, and/or warlord who threatens its destruction. If the fate of the universe is in the balance, calamity will be avoided. The good guys always win, right? Hell, even in The Witcher 3: Wild Hunt, a title lauded for its morally ambiguous storytelling that rejects many video game tropes, its impending cataclysm is stopped regardless of whether you receive the “good ending” or not.
Perhaps this is the standard result because most games, or at least most action games, draw from a particular brand of blockbuster storytelling, where tragic endings are a faux pas. Or maybe it’s something baked into the wish-fulfilment offered by player-centric experiences, where, after hours of battling bosses and solving puzzles, it would be discordant to pull the rug out at the 11th hour. Whatever the reason, most games conclude with the player character saving the day in some fashion, even if there are some sacrifices along the way. Thankfully, though, what’s true for most certainly isn’t true for all.
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Outer Wilds begins with a mystery. Or well, a whole slew of them. The two most pressing initial questions are as follows: Why is your unnamed character (the Hatchling) stuck in a 22-minute-long time loop? And perhaps more pressing for everyone else, why does the sun keep exploding? What follows is one of the most ingeniously designed detective games in recent years as you pilot a wood-paneled spaceship through the galaxy, picking up countless small hints that gesture at a much greater picture.
Because while your journey starts on your folksy home planet of Timber Hearth, it isn’t long until you’re hopping from planet to planet, scanning your surroundings for clues as you use a translator device to decode millennia-old messages from an ancient spacefaring species called the Nomai, whose technology unintentionally trapped you in this loop. Eventually, you learn why they came to this solar system from far away: they were scientists trying to find an enigmatic place known as the Eye of the Universe, which rests somewhere in your solar system.
Even these basic insights don’t come easily. From a puzzle-solving perspective, one of the game’s great feats is how it lays out a complicated network of hints across multiple planets that naturally lead you towards the next phase in the riddle, casting the player as an archeologist deciphering the motives of a long-dead people. Sometimes the challenges are more linguistic, tasking you with interpreting double meanings. In other moments, the difficulty extends from mastering your spaceship’s controls, as you weave through asteroids and dodge space fish. And much of the time, the trick is in figuring out how you can possibly achieve a specific objective within a 22-minute window.
It makes for a demanding and uncompromising experience that largely leaves you to your own devices, the kind of game that is very deeply not for everybody. You’ll be making good progress before a piloting mistake sends you to an early grave as you’re whipped back to the start of the loop. You’ll beat your head against certain tricky puzzles as you wonder if you’re on the right page or entirely missing the point. You’ll curse those damn space fish.
But at the same time, it’s this open-endedness that pulls you into this world and facilitates genuine eureka moments as a sudden flash of inspiration snaps into place. By having us play the role of an alien archaeologist, we come to understand the Nomai’s reasoning, their goals, and their tragic end, each piece of information learned through brain-tickling challenges. One would assume the reward for these trials is to resolve the root causes of both of the initial mysteries: the time loop and the whole exploding sun situation. What follows is far more interesting.
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