



The problems come more in the 10th, 20th, 30th hour of play. It’s hard to find a dink in Rebel Galaxy Outlaw’s hull within the first five hours of play. Everything is nudging you to one more mission, one more trade, and it’s completely compelling. The barkeep might point you towards a system that’s buying your commodities at inflated prices.
#Xbox controller with wing commander privateer upgrade
You can probably sense the game loops that keep you going here: you’re always aching to upgrade your ship, perhaps shift the junkpile itself and get that ship you’ve always wanted. It means you can get to the good bits quicker, and it benefits the rest of the game. But Rebel Galaxy Outlaw plays for accessibility and immediacy, and it gets two leather-gloved thumbs up from me. These are brave decisions, as space game enthusiasts tend to love the detail and complexities of various dashboards and unwieldy 3D space. Jumping to different systems is just as easy. Instead of tediously trudging towards an objective, you can just autopilot and be there in seconds. You can use the same button to auto-escort allies. Instead of spinning wildly, trying to find your next target, there’s an LB lock-on system, and you can cycle between targets. Everything feels built, from the ground up, for console play, and Double Damage Games have clearly considered the faults of other space sims and looked to address them here. This was the second indication that I was in good hands. Having got your first mission, you’ll be heading to the launch pad and into space. It gets stuck in, and early, and everything feels familiar from the off. But it does show how stand-alone Rebel Galaxy Outlaw is, needing no onboarding or ‘previously on’s to get you up to speed. It took me a little too long to realise that Rebel Galaxy Outlaw was a sequel ( Rebel Galaxy was a modest hit in 2015 on PC and 2016 on Xbox One).
