“Back after so many years?” booms a mysterious voice as we’re transported to an otherworldly realm, filled with glowing orbs that speed towards the titular spook of The Outbound Ghost, “I wonder how you’ve changed.”. Whoever they are, they could just as easily be talking about the Paper Mario series that inspired the game.
Originally an RPG spinoff of the core Mario games, the Paper Mario games soon became a strong series in their own right, characterised by witty dialogue and 2D sprites in a papery 3D world. As the series went on, the games began to move away from their stat-based RPG roots and closer and closer to puzzle/action/exploration hybrids.
This, plus the introduction of new and often intrusive gimmicks in each subsequent entry from Super Paper Mario’s flip mechanic on-wards, alienated a lot of the series’ original fans.
Fans of the first two (Paper Mario on the N64 and The Thousand Year Door on the Gamecube), have since taken matters in their own hands, most notably 2020’s Bug Fables, but with The Outbound Ghost’s Kickstarter coming to an end tomorrow, I thought it was time I took at this promising successor to TTYD’s throne.
The demo (Currently available on Steam!) begins with a car careening down a quiet country road at night. Suddenly, the screen cuts to black and we hear the shriek of tires before a ghost steps out of the flaming wreck.
A cute, blue-glowing 2D sprite that wouldn’t look out of place in a Paper Mario Ghost Mansion, the nameless ghost wears a simple, often neutral, expression and a little tuft of hair. This baby-faced apparition reminds me of Casper the Friendly Ghost just a tad, and the thick white borders around this and every other character sprite calls to mind the borders of stickers, which fits the paper theme well.
Although the first impression of it is consumed by fire, I have to say now that the world in this game is gorgeous. Each individual blade of grass wafts in the breeze and makes the world feel like our own, rather than a series of dioramas. Whether that’s going to be a bridge too far for fans of Paper Mario’s handcrafted world, I’m not sure, but it certainly means this would not run on the N64, and I have to confess that my laptop struggled at times, which makes me question how well it’ll run on the Switch.
That’s a shame, as The Outbound Ghost’s controls feel like they’re better suited for a console than a PC. Even though it uses the classic WASD/arrow keys and you have some kind of crystal that allows you to dash with the space bar, one glaring example of this was when equipping a shovel. Each of the four slots were at 45-degree angles, which was not the most intuitive thing to navigate with four directions, but would be a breeze with an analogue stick.
Also easier with more than four directions to move in are what I call the “faint and have an out-of-(non)body experience in a weird purple dimension where orbs and a mysterious voice just won’t leave you alone” sections. Two of these appear in the demo, and both of them award you with a Brave or Timid soul (represented by a yellow or blue puddle in your inventory) based on how many orbs you let hit you. This feels rather counterintuitive considering the bullet hell sections, which involve dodging projectiles heading your way as usual.
Fans of Danganronpa and Undertale will recognise the bullet hell mechanics well - you control an icon representing you (a mini silhouette of our spirit here) and do your best to dodge a series of obstacles coming your way. These take the place of turn-based combat in The Outbound Ghost and come between dialogue options that slowly fill the meter at the top of the screen.
The only example of this in the demo is a scene involving helping an Outbound resident through the stages of grief over her death. On each turn, you have the choice of three verbs along the lines of Insult, Console, and Explain to best respond to their current stage.
Common sense usually serves you well here - don’t insult an angry person to reason with them, for example - but the choices being coloured Red, Purple and Green does muddy the waters a little. None of the dialogue exchanged in this segment is actually seen, which does detach you from the impact of your choice, even if there’s only one right answer to progress.
I’ve been keeping things light on plot so far, but I’ll divulge a bit now. After you leave the aforementioned car wreck and head into the town of Outbound, you encounter the local (deceased) teen detective, Michael McFly, who suspects you of murdering the entire town some time ago.
You play as the accused ghost, who conveniently has forgotten everything about themself except their name, which is where you come in. As far as immersion goes, a lot of RPGs go the “amnesiac protagonist that you can name” route, but most offer a canon default name (think Chrono in Chrono Trigger) or easter eggs for certain names, neither of which I could find here. However, the ghost is referred to exclusively with they/them pronouns, so absolutely anyone can put themselves in the spectre’s proverbial shoes.
Outside of regular world traversal and picking up everything not nailed down, there are a couple of other mechanics revealed in the demo that I haven’t mentioned yet.
A couple of times, you’re faced with a locked door or gate and have to collect enough lockpicks to complete a slide puzzle, which involves getting cylinders of metal out of the way of a key so you can push it to the lock. Later puzzles involved tilting a 3D box (officially dubbed the girabox) to fit a square peg into its respective hole, so I imagine the full game will push puzzles even further.
Beyond that, star-shaped pads appear on the ground towards the end of the demo, allowing you to traverse the way back to the town with a spot of platforming. A Cards section can be found on the game’s menu, which will be part of the Spades n Souls minigame in the full game.
Over the course of 30 minutes, the demo introduced me to the majority of characters and possibly locations, but I have the feeling that a lot of the game will be spent fleshing out each of their backstories.
Utterly charming and a sight to behold, The Outbound Ghost is certain to make waves next year, but I do wonder which platform it’ll be at home on. Initially aiming for the Switch and PC, the lower technical capacity of the former and the unsuited control scheme of the latter do suggest that its stretch goals of PS and XBox will be the superior versions. But then, it is being ported to phones too, so hopefully I’ll be proven wrong when it releases.
At the time of publication, the Kickstarter had a hair under a day of funding left to go. Do you think this game will be the answer to the question “Where’s my Paper Mario?” or will the lack of traditional RPG elements alienate fans of the series?
(Disclaimer : I did end up backing this game for the Switch)