Heading Out Review

Some games can get really far on pure flare. As soon as I started Heading Out by Serious Sim and Crunching Koalas then donned the hoodie of the titular character, I knew this was going to win me over.

As soon as she revs her muscle car, the interface goes into overdrive. Most of the game is in black and white and in third-person perspective (well, more third-car perspective) as the “Jackalope” races across the US. Pressing the Right Trigger accelerates the car and a pop-out onscreen shows a foot pressing down on the accelerator. Road signs appear in the same pop-out, with bold yellow emblems. Reaching high speeds causes exaggerated lines around the screen like the whole thing is a moving panel from a comic book.

This sense of being in a hyper-stylised version of the 70s movie Vanishing Point is accentuated by having a narrator who is half Sam Elliot drawl, and half Dennis Hopper threatening. There is also a series of radio broadcasts that have a radio DJ, who is increasingly deranged about her personal life while talking about the protagonist.

It rules.

Fortunately, Heading Out is not wholly reliant on its style, but (for me) it definitely helps smooth over some of the bumpier parts of its ride.

The main goal is to drive across the USA and challenge the greatest driver alive. This means cruising across state lines, avoiding cops, helping people and trying to stay awake. Get to the driver and beat them to unlock harder difficulties with more story. However, the whole time this is happening there is a red line behind the driver called The Fear. Run out of petrol or get caught by The Fear and it is game over.

Each run starts with a quick chase from The Fear, and then the player goes to an overhead map to plot a course towards the driver, who is placed in a different location each time. Travelling to the next city will cost petrol and focus (simulating the protagonist’s ability to stay awake). Along the road they will encounter random events requiring them to make choices.

For example, the protagonist may encounter an elderly couple who drop a pendant. They can then choose to return it to the couple, or pawn it for much needed cash; they might also drive past a stranger on the road that needs help, and they can stop to help, give them petrol, or simply drive off and ignore them.

There are no right choices for a lot of these scenarios – it will depend on whether you can afford to help people out. Money and petrol are a premium but being cruel to people will impact the story and the protagonist’s reputation. In some cases, it will raise their wanted levels which is more likely to lead to them being chased by the cops.

Alongside cop chases or escaping The Fear, there are also random drivers that may challenge the great “Jackalope”. When these occur, the game triggers the racing sections. Along with beating opponents, there are ways to accrue style points through near misses, drifting etc. The key, though, is to come first by the time that the song ends.

Here is where my one big complaint for Heading Out exists: the main driving model is not as slick as its presentation.

The car’s centre of gravity appears to be in the middle of the car, and when turning, it feels like the vehicle turns on this axis, as if there is an invisible stick that the model rotates on instead of turning. This sensation means that the racing is “fine” but never fully engaging.

This sensation of “fine” is further hindered by a string of odd bugs. I did a detour along a bridge and snagged an invisible piece of scenery which caused me to lose the race. Another bug just made it so I could not accelerate at the start of a race and resulted in failing that run.

I don’t think these dampened the experience as I was too invested in the vibes and the story to care. I do think it is worth mentioning because it will impact others more. These problems do turn it from a recommended trip, to a recommendation with some potholes to look out for on the way.

Conclusion

Heading Out has a clear sense of style and carries the whole experience. It falters a little with the driving model and some small bugs.

This game was reviewed based on Xbox S|X review code, using an Xbox S|X console. All of the opinions and insights here are subject to that version. Game provided by publisher.

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Good
  • Just cool UI splattered across this
  • Some entertaining radio bits
  • Lots of diverse mini stories
Bad
  • Some annoying radio bits
  • Driving is just okay
  • There are some bugs
7.5
Good
Written by
AJ Small is a games industry veteran, starting in QA back in 2004. He currently walks the earth in search of the tastiest/seediest drinking holes as part of his attempt to tell every single person on the planet that Speedball 2 and The Chaos Engine are the greatest games ever made. He can be found on twitter (@badgercommander), where he welcomes screenshots of Dreamcast games and talk about Mindjack, just don’t mention that one time he was in Canada.

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