Outcast is an action-adventure game developed by Appeal and released by Infogrames for Windows in 1999. The game was critically acclaimed and was named the "Adventure Game of the Year" by GameSpot in 1999. In 2001, Appeal developed a sequel, called Outcast II: The Lost Paradise, which was never finished due to bankruptcy. In 2010, the game was re-released via digital distribution on GOG. In 2014, Outcast was remastered as Outcast 1.1, after the original developers reacquired the franchise intellectual property. In 2017, a remake titled Outcast: Second Contact was released for Windows, PlayStation 4, and Xbox One. A sequel, Outcast 2: A New Beginning, is scheduled to be released for Windows, PlayStation 5 and Xbox Series X/S. Gameplay The player controls the protagonist Cutter Slade around the alien world of Adelpha in a third-person or first-person view. Only two mouse buttons are used. The right mouse button aims the player's weapon, and the other is context-sensitive (for example, standing in front of a non-player character makes the mouse button initiate conversation, while running around has the mouse button make Cutter jump). The player can walk, run, jump, crawl, and climb onto virtually any ledge Cutter can reach with a jump. Aside from the tutorial area, the player is free to move to any region of Adelpha as they please through the travel gates known as daokas. The player can drop teleport beacons from the F-LINK gadget to instantly move between areas inside a region, but these beacons do not work between regions. The player can acquire a twon-ha, a beast of burden that can be ridden, which makes traversing the vast regions much quicker, either by buying one or doing certain quests that reward the player with one. A large part of the game focuses on conversing with the friendly aliens known as the Talan in order to learn the story and history of Adelpha, and to progress in Cutter's mission to find the probe. While this can all be skipped, they treat the player differently depending on how the player treats them, through a reputation system. If the player performs many tasks to help them, they like them more and are more eager to help, whereas if the player does things that harm them they will become more and more angry with the player and aggressively dismiss them. There are multiple variations of dialogues which are selected either