Outer Wilds: Echoes of the Eye – A Very Different Return

When I first saw the trailer for “Outer Wilds’” first and only expansion, I was curious. The trailer showed very little: dark spaces and mysterious structures, things not entirely unfamiliar to the base game, yet portrayed in a way the game hadn’t really done. The trailer focused on a sense of dread both in the shots and the way the music was composed, something closer to the likes of the “Alien” film’s famous siren trailer. I was excited for more in this world but wasn’t sure I would be able to handle this change in tone as a notorious coward when it comes to horror, especially things emerging from the dark. As such, I steeled myself and waited patiently.

An image of the circular Stranger structure from the outside
The Stranger looms large over the solar system and your ship, concealing secrets and strange devices.


On September 28, 2021, the DLC quietly released and I dove in, excited but found myself engaging with something even more different to the main game than I expected. The general “Outer Wilds” vibes are there: scouring a mysterious astral body to discover secrets and understand what it does and why but the other vibes are gone. No more reading letters from the Nomai people to one another establishing their personalities and goals with your handy translator tool. In “Echoes of the Eye,” The Stranger, a structure appearing in a cloaking device in the familiar solar system, found through a pretty good “Outer Wilds-y” navigation puzzle, is filled with a language our Hearthian protagonist cannot translate, let alone understand and instead, scattered throughout the empty, wooden halls, are slide reels. The implication is simple: the Inhabitants of The Stranger, a species of Owl-people with Elk horns, who are as cute as they are vaguely spooky, seem to be a much more visually communicative people than the habitually notation-making Nomai from the base game. Most of their instructions are done through the slide reels, including the biggest mystery of the Stranger: why are there slide reels with information burned out in some places and where did all the inhabitants go? The latter is answered pretty quickly in your tour of the Stranger as you discover rooms with the decaying skeletons of what remains of the people onboard. Fear is a major theme of this adventure.

The Stranger’s denizens portraiture decorates many of the structures within. Some sweet, some spooky.


This DLC differs from the base game heavily in both tone and mechanics. The base “Outer Wilds” experience was signposted by going to planets and exploring whatever caught your eye on the game’s 22 minute loop. Learning what you can and going wherever you think a new clue might be. “Echoes of the Eye” has you heading to the same place and scouring sections of it for slide reels to point you where you need to go. The signposting and points of interest, as a result, are much harder to pin down in Echoes of the Eye. This is especially true when the game drops you into the Shadow Zone on your investigative journey. Stripped of your friendly jetpack and flashlight you are popped into a realm of pure darkness where the only tool you have to navigate is a mysterious lantern-like artifact. Limitation in movement and pitch black navigation is the name of the game for the bulk of the journey, all the while looking out for and avoiding the residents in this new phase who are not so happy with a new intruder walking around their special home. Despite their displeasure with you, however, should you get caught by them while holding your trusty lantern, they will simply blow out the flame sending you back to where you entered the space. This is the primary loop you will experience in depth: Find things in the one part of the Stranger to guide you in the other, wander the darkness and try to make your way without getting caught until you figure out what the denizens are doing here and why.

Within the Stranger, a great many secret areas, cloaked in shadow await.


There are aspects to this, unfortunately, that are more trying than they are intriguing. While wandering the darkness you have two options to use your lantern: Conceal and Focus. Conceal hides your flame from would be pursuers and Focus shines a powerful beam in front of you both showing you paths ahead to maneuver and also lighting candles and other light fixtures caught in the beam. However, the speed you move while doing either of these things is far slower than just walking, which makes the backtracking aspect of these phases of exploration a little annoying. Another issue is that most of your tools are useless for a majority of the game. The signal scope which lets you tag and track your distance from unique sound frequencies is only used to hunt down the satellite at the very beginning. The translation tool is unable to read any of the language of the Stranger’s denizens, despite appearing every time you approach one of their signs and the writing upon it. The Scout sees much more use as it is able to help you see into collapsed rooms, turn on an artificial light source while looking for a more suitable one, and see if any of the pesky haze of death that is Ghost Matter is lurking about to maneuver past it. However, even then, the second you are in the other realm of the Stranger, all these tools are inaccessible. Another complaint is that, since you land your ship on the Stranger and spend the entire time moving around the ring-world within, you don’t return to your ship really during the loops of the DLC’s adventure, and as a result, the hopping from planet to planet that made “Outer Wilds’” core gameplay so much fun is largely absent and the Log and Journal, which points whether or not there is more to explore in a certain area is largely inaccessible for your time on the Stranger, which is a major hassle in terms of exploration and knowing where to go next.

The ring-world of the stranger has a lot to see and places to go.


The story of the Stranger and its inhabitants also suffers from the differences. With the Nomai and their writings, you could consistently get a sense of the personalities at play. Each one shining as an individual character with their own take on the events transpiring around them. The Inhabitants however, are afforded no such individuality save for a few instances, including one at the very end of your journey through the Stranger. As in their slides, they are a very visually communicative society, it would appear, and their story, while tragic, doesn’t afford that individual level of sadness that the fates of the Nomai and your Hearthian friends do. As hard as it is to get attached to something with only 22 minutes to get to know them before the sun blasts you to kingdom come, or, like me you accidentally fly your ship into the sun trying to do a cool landing trick, the base game succeeds in many ways that, save for your encounter at the bitter end of your adventure, doesn’t seem to have been a main concern for the Mobius Digital team in the expansion. The design of the Stranger and its inhabitants also seems to borrow from the art of the Native American people of the Pacific Northwest which has some implications that may or may not have been intended with the story of how they came to be in the solar system and why, as well as their design evoking a folkloric monster of the Algonquin people, that leads to me thinking there were some slightly ill considered decisions made for the aesthetics.

The paintings on the walls of the Stranger’s denizens’ buildings echo Pacific Northwestern Native American artwork.


Even with these marks against it, there are so many aspects of “Echoes of the Eye” that do work extremely well. The new instrumental tracks composed by Andrew Prahlow have that same twang and charm but with new layers in the sounds that enhance the atmosphere of the Stranger and the world within. Inclusions of choral music to help set the vibe of the Stranger and its denizens enhances your time on the stranger and suffusing small moments with a mysterious dread and a somber beauty. The theremin inclusion as the main instrument of the denizens also enhances the mildly haunted-mansion vibe of the areas you encounter them in and is used for an incredibly touching finale to the whole experience. Once things start clicking together and the general mechanics begin to unveil themselves to you, as well, the experience in “Echoes” goes from one of, in my case, jumping at shadows and getting frustrated at your ignorance, to smiling at yourself and punching little holes through where you thought there would be no possibility before. The story of the Stranger may not hit as hard as the Nomai’s struggles from the base game for many, but the tragedy of these wanderers got me to my core and the things I uncovered by the end culminated in a short little sequence that, despite its brevity, did the thing I love the most about Outer Wilds: creating a brief moment of companionship and closure between two people from almost incomprehensibly different worlds without a single spoken word.

Paintings and Slide Reels tell the story of the Stranger and how it came to be, as well as the tragedies within.


I spent a large chunk of the 8 hours I wandered through “Echoes of the Eye” scared, as a tremendous horror game coward. That dread was the intrinsic feeling through most of it, but even then I had the same joy in cracking the logic puzzles as I had in the base game, even as slightly more frustrating as the adventure was. I can only have hope that, whatever the Mobius Digital team puts their sights on next, it will be as engaging and fascinating as the displays of creativity and feeling that, even without a single word of text or line of dialogue, carried through the Echoes.

Detective Pikachu: Joy In an Electric Package

Pokemon is inescapable. If you grew up in the 90’s especially so. It’s hard to ignore the pull of a face as cute as Pikachu, the iconic mascot of the series who’s yellow-furred, red-cheeked visage covered the world during the Pokemon boom of the mid 90s. Nowadays the cultural gravity of Pokemon has lessened. People remember it fondly but it is no longer the all-consuming monolith it once was. The animated series films aren’t being released in full theaters for one, and no longer is the series logo plastered as passionately on lunch boxes and suitcases and backpacks. 

The games have continued. Steadily. Always existing for every new generation of children. That’s what the series is for, really. It’s about the innocence of childhood. The fun of just going on adventures. And the inescapable cuteness that all that entails. “Detective Pikachu” understands that to an absurd degree. The film’s main setting, Ryme City, a paradise of human and Pokemon coexistence is rendered in such sumptuous detail that fans of the series may need to see it multiple times in order to soak in all the tiny references to characters and Pokemon from the series’ 25 year history. “Detective Pikachu” manages to realize the coexistence between the people and Pokemon is still the most interesting part of the series.

The film stars Justice Smith as Tim Goodman, a young man who sells insurance in the Pokemon world instead of, like most other people around him, training them like the characters in the games and shows, having abandoned that dream long ago with the loss of his mother. Tim joins up with an inexplicably talking, caffeine addicted, and deductive Pikachu, played by Ryan Reynolds, in order to solve a mystery surrounding the Pikachu’s lost memory, his ability to speak to Tim and to find the truth about what happened to Tim’s father who seemingly perished in an accident while working a case. As in most noir stories, which “Detective Pikachu” seems to take heavy inspiration from, nothing is ever that simple. Toss in a mysterious aggression drug that drives Pokemon wild with rage, a research institute experimenting on the friendly creatures and you have a pretty standard story with a fun take on various noir tropes. It’s been described as “Kids’ first Neo-Noir” and that’s a fairly apt description

The plot is easy to follow and the twists are incredibly predictable for any seasoned veterans of detective stories but none of that can dampen the fun that this movie has to offer. The film relishes in its faithfully realistic takes on series favorites from the nearly 800 pokemon on offer from the trees and dirt sloughing off of the back of a Torterra, a sort of hybrid of a tortoise and an ankylosaur, to the beautifully rendered fur of the titular Pikachu. The kind of take that makes you want to reach out and hug it. That seems to me to be the central good that this film provides: joy.

Everything from the Pokemon designs, to the incredible chemistry between Justice Smith and Ryan Reynolds,who have a kind of comedic back and forth that elevates the film to an immense degree, to even the action sequences ranging from a horizontal tree run from a fleet of ninja frogs hurling exploding shuriken of water, to an underground fight club for the battle enthusiasts of Ryme City to a shapeshifting Ditto taking on the aspects of humans rather than just other Pokemon to fight. Nothing brought me more joy than seeing the creative ways they incorporated Pokemon into the world and, as a long time fan of the series, I think that was what the movie was made for.

If you are not a fan of Pokemon in any way shape or form, it’s hard to try recommend this film without the caveat that it is first and foremost a Pokemon movie. But there’s something to be said for its sincerity. This movie wears its heart on its sleeve, despite some cliches and well worn tropes of the genre, and that I think is the . Seeing tears well up in the eyes of that charming yellow mouse can reduce even the strongest of souls to a childlike sense of sympathy. In a world that seems to want us to view everything with a veneer of cynicism, “Detective Pikachu” defies that. In every way this film wants you to open up to that childlike joy and willingness to just follow with your heart and, at least in my case, it succeeded with flying colors.

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