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The Outer Worlds

Forum Index > General Games
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PhoenixVoid
Profile Blog Joined December 2011
Canada32740 Posts
December 07 2018 15:21 GMT
#1
[image loading]

Obsidian's new FPS RPG helmed by Tim Cain and Leonard Boyarsky, the two creators behind the original Fallouts. Releasing in 2019.

The Outer Worlds is a new single-player first-person sci-fi RPG from Obsidian Entertainment and Private Division. Lost in transit while on a colonist ship bound for the furthest edge of the galaxy, you awake decades later only to find yourself in the midst of a deep conspiracy threatening to destroy the Halcyon colony. As you explore the furthest reaches of space and encounter various factions, all vying for power, the character you decide to become will determine how this player-driven story unfolds. In the corporate equation for the colony, you are the unplanned variable.


PC Gamer's bullet points
+ Show Spoiler +
It's out in 2019
It's an Unreal Engine 4 game
Your protagonist isn't voiced
There's a special class of "science weapons" that will have special, ridiculous effects, like a shrink ray
There's a full character creator even though it's first-person only (you'll see your character in the inventory, and if you leave the game idling long)
Your companions don't have separate inventories. Taking companions with you just gives you more inventory space to work with yourself
If companions really dislike the decisions you make, they'll leave and go back to the ship. You can persuade them to see things your way
No romancing companions. They considered it, but decided against it.
Companions each have a special attack (one named Felix does a double drop kick) but you can also equip them with whatever weapons you want
Hacking and lockpicking don't have minigames, and are simply based on your attributes
There are six skills (strength, intelligence etc.) and for every 20 points you put into one (up until 100) you'll gain a new perk
As in the creators' past games, you can play as a "dumb" character with stupid dialogue options. Your companions react appropriately.
They're still not sure if it will be possible to play through the game completely pacifist (but you'll almost definitely have to at least kill some robots)
Robots aren't sentient, but your ship's AI seems to have a strange degree of personality
Tim Cain wants you to know there are a lot of drugs, but he's not going to pressure you to take them


Game Informer's six preview points

+ Show Spoiler +
1) A Unique Take On Sci-Fi
The Outer Worlds is an epic sci-fi opera, but Obsidian’s take on sci-fi is a bit quirky. If you watched the game’s debut trailer, you might have picked up hints of BioShock, but Irrational’s classic wasn’t a direct inspiration. The team was initially inspired by Art Nouveau and Victorian sci-fi from the late 1800s. The Outer Worlds isn’t exactly steampunk, but its universe is filled with a lot of clunky technology and its environments feature a lot of heavy cables and piping.

“We like doing stuff that’s a little bit different,” says Boyarsky. “We wanted to make a sci-fi game, because we’re both big sci-fi fans. You can say Fallout is sci-fi, but it’s post-apocalyptic, which is a bit of a sub-genre. This seems like a good opportunity to go pure sci-fi, so we started to talk about corporations and the way they brand everything. We wanted to explore a future world in that vein. As we talked more, we were drawn to the robber barons of the late 1800s and how they controlled every aspect of people’s existence. That just felt like a really good fit for this.”

2) You Explore An Entire Solar System
Obsidian’s universe isn’t as big as a Mass Effect galaxy, but in The Outer World’s players will fly around an entire solar system aboard their own spaceship. We only got a taste of a few of these environments, but they seem sizable in their own right, and this diversity of locations gives Obsidian the opportunity to create a wide variety of ecologies.

Halcyon is the name of The Outer World’s solar system. It is the furthest colony from Earth and features two main planets humanity initially intended to colonized. However, once the colony ships arrived in the system they realized that only one of the planets as good for habitation, so while one planet is full of sleek technical marvels and gleaming skyscrapers, the other is a barren wasteland teeming with wild monsters. In addition to these two planets, players can explore several moons, asteroids, and space stations spread across Halcyon.

3) Goofy, Dark Humor
If you have any question about The Outer Worlds’ brand of humor, just know that you can play through the entire game as a dumb guy – literally, there is a dialogue option labeled [Dumb] that will let you role-play as a clueless brute. Halcyon is also filled with fat snakes that were bred for their leather, missions about diet toothpaste, and a rare weapon that works like a shrink ray to miniaturize your opponents.

“I think humor is really, really hard to do in a game, but games that go pure dark are hard to take in every night,” says Cain. “I play games that skew dark, and after a while I just don’t want to play them anymore. We like this kind of dark humor where we can put something in the game that also looks silly, but when you dig into it, you find out it’s really horrific.”

“You can actually get a lot darker and a lot deeper into things if it’s fun and humorous,” adds Boyarsky. “Getting deep into the human condition can be a little overwhelming, but if you are having a fun time and laughing and then we sneak in some of that depth and darkness, it actually resonates a little better.”

4) Open-Ended Problem-Solving
Obsidian looks to allow players to tackle The Outer World’s missions in a variety of ways. Charmers might work their way out of firefights with the right words, while thieves can bypass combat by finding a backdoor into most outposts. Those who choose to engage in The Outer World’s first-person combat will have the option to slow down time with a feature called tactical time dilation. This slow-mo feature allows players to look closely at enemies to gain information such as their level of health and other stats. Attacks made during tactical time dilation also do extra damage, but ultimately players will be able to approach every problem in their own way.

“We always ask ourselves, ‘How are people going to react in the game and what do we think they’re going to want to do,’” says Cain. “We added a lot of different playthrough paths. For combat, we have both melee and ranged, but players also have stealth and dialogue options. Then we have all the hybrids like what if you want to sneak through part of the map and then talk your way out of a jam. Or, what if you just want to kill everybody? We’re happy to say that you can kill everybody in the game and still finish the main story arc. You’d be a psychopath, but you could do it.”

5) Embrace The Fear
The Outer Worlds is constantly watching players and recording their actions. Ultimately, it will present new events that could leave lasting scares on your hero. At various times, the game will invite you to select a fear for your character. These fears are based on things that have happened to you. For example, if you take a lot of damage from a certain enemy type, you may be invited to develop a fear of that enemy, which means you will take extra damage those foes. In return to taking a fear, players will get to pick an extra perk to buff their character in other ways. This creates an interesting risk reward dynamic where players can choose to have some weaknesses in order to make themselves stronger. Once these fears have been chosen, they are locked in, but players can also choose to opt out of this fear system entirely.

“If you’re familiar with the works of Joseph Campbell – The Power of Myth and The Hero with a Thousand Faces – he always talks about how heroes are more interesting because they have flaws, so we incorporated the fear system,” says Cain. “The game’s flaws can be anything from a fear of heights to a fear of the dark, or you can be susceptible to different damage types. So the game might go, ‘Hey, I noticed you catch fire a lot. Do you want to be susceptible to flame damage?’ People are like, ‘Why would ever want to be susceptible to flame damage?’ But if you’re one perk away from something really cool, it can be really tempting.”

6) Companionship On The Spaceship
During your journey through Halcyon, you will meet a host of characters who will join your crew. These characters feature their own unique abilities, motivations, and ideals. As you get to know them, they will give you personal companion quests, and completing these missions could change their character. Companions will interject in the middle of conversations and buff your skills, but they might also leave your crew if they don’t like what you’re doing. We encountered one companion named Ellie, who is a tough, no-nonsense sharpshooter. Another companion, named Felix, is a sarcastic melee brute with a good intimidation skill. Unfortunately, you won’t be able to romance any of your companions.

“You encounter all the companions in the first third of the game, because it’s no fun getting a companion in the last hour,” says Cain. “They are designed to touch most of the major skills, so they are all different, but there is some overlap so there’s not just one guy who is really good at ranged attacks or one person who’s a good doctor. They also play off all the different ways a player can play. Like, if you’re playing a psychopath, we show how all these companions react to that. If you’re being really nice, not all the companions are going to be like, ‘Oh great, you’re a hero.’”


Gameplay footage from Game Informer


My thoughts
+ Show Spoiler +
It's a next gen New Vegas in space, which is promising enough.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2018-12-19 11:00:14
December 19 2018 10:57 GMT
#2
It looks cool but I want to see more gameplay videos more than anything else. I especially like that it seems to have a more RPG elements than fallout 4 ever did.
"Smokey, this is not 'Nam, this is bowling. There are rules."
Yurie
Profile Blog Joined August 2010
11817 Posts
Last Edited: 2018-12-19 17:34:19
December 19 2018 17:32 GMT
#3
If you can pick fears at any time they will be very useful. If you need to do specific actions for them, then I don't really care since it won't appeal to power gaming enough to get me to do it.

Not sure I'll play this, not a big fan of open world games. I never finish them, I enjoy them for 30h or so then I put them down and never go back to them. Persona 5, Pillars 2, Witcher 3, Andromeda, Dragon Age Inquisition and so on. All games I enjoyed but didn't finish.
Starlightsun
Profile Blog Joined June 2016
United States1405 Posts
December 19 2018 19:56 GMT
#4
Eh 30 hours of enjoyment is pretty good. Game looks interesting but wish Chris avellone was still at obsidian.
Jockmcplop
Profile Blog Joined February 2012
United Kingdom9615 Posts
December 20 2018 11:04 GMT
#5
On December 20 2018 02:32 Yurie wrote:
If you can pick fears at any time they will be very useful. If you need to do specific actions for them, then I don't really care since it won't appeal to power gaming enough to get me to do it.

Not sure I'll play this, not a big fan of open world games. I never finish them, I enjoy them for 30h or so then I put them down and never go back to them. Persona 5, Pillars 2, Witcher 3, Andromeda, Dragon Age Inquisition and so on. All games I enjoyed but didn't finish.


They need to give open world games some way of finishing early - some kind of final battle that you can initiate at any time when you have had enough of the game. I've had exactly the same problem. I loved Witcher 3 but man that thing was way too huge and I just don't have time consistently to get through that much game.
RIP Meatloaf <3
Harris1st
Profile Blog Joined May 2010
Germany6905 Posts
December 20 2018 12:17 GMT
#6
On December 20 2018 20:04 Jockmcplop wrote:
Show nested quote +
On December 20 2018 02:32 Yurie wrote:
If you can pick fears at any time they will be very useful. If you need to do specific actions for them, then I don't really care since it won't appeal to power gaming enough to get me to do it.

Not sure I'll play this, not a big fan of open world games. I never finish them, I enjoy them for 30h or so then I put them down and never go back to them. Persona 5, Pillars 2, Witcher 3, Andromeda, Dragon Age Inquisition and so on. All games I enjoyed but didn't finish.


They need to give open world games some way of finishing early - some kind of final battle that you can initiate at any time when you have had enough of the game. I've had exactly the same problem. I loved Witcher 3 but man that thing was way too huge and I just don't have time consistently to get through that much game.


First world problems huh ^^
Is is the beauty of open worlds that you can lose yourself in it, but mostly they offer a pretty direct line to the end (main quest line) to cater to the more direct audience. We'll see how it's done in this instance
Thinking of skyrim where my first playthrough took like 300 hours and my second a few years later was 50 hours or sth
Go Serral! GG EZ for Ence. Flashbang dance FTW
RebeccaFike
Profile Joined December 2018
11 Posts
December 24 2018 05:17 GMT
#7
I saw its trailer and it is really amazing well, looking to have this one soon.
Merany
Profile Blog Joined February 2011
France890 Posts
December 25 2018 19:15 GMT
#8
I have a lot of faith in Cain and Boyarsky but god, the combat looks awful... Hope they had enough feedback from journalists to realize they need to tackle it.
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
June 27 2019 11:33 GMT
#9


"Fuck yeah we put a battle royale in Fallout 76," Bethesda co-studio director Tom Mustaine proudly proclaimed at the company's E3 conference earlier this month.

"Nuclear Winter is a battle royale born from the Fallout universe, from power armour to perk cards, from CAMP building to wasteland creatures, and of course my personal favourite, nukes," he continued, before finishing the sentence with a flourish of his hands to outline the shape of an explosion.

If you'd heard those words from the mouth of a Fallout developer back in 1997, chances are you'd be pretty darn confused. For one thing, battle royale - one of the most commercially successful game genres we've seen in years - didn't yet exist, not even in book or film form. Meanwhile, presenting nukes as an amusing and trivial thing in a Fallout game? Surely not.

While Bethesda has given a lore explanation for the battle royale, and while some will find the mode enjoyable, it can't be denied that Fallout has strayed pretty far from its roots. Instead of using dark satire to prod at big government, weapons of mass destruction and consumerism, Fallout now seems to be about following commercial trends and using nukes as a fun marketing device.

This is a process that has been going on for some time - the last mainline Fallout title to really nail the bleak-but-tongue-in-cheek feeling, in my opinion, was Fallout New Vegas. Of course, the creators of that game are now working on a brand new IP all of their own. Obsidian's The Outer Worlds may be set in the future, in space, with laser weapons and weird aliens - but New Vegas's complexity and humour is still there.

"First of all it all goes back to Fallout, me and Tim [Cain] were part of the team that created that, so there's a lot of our DNA in the very feel of a Fallout game or Fallout New Vegas, and then it's a first person RPG so very similar there," co-director Leonard Boyarsky told me during an interview at E3.

"I think Bethesda did a fantastic job translating the isometric game to first person, so we're continuing on that path," he added. "One of the things that helps us is the fact that not only did Obsidian create New Vegas, we have a lot of people who worked on New Vegas, so it's kind of a natural progression."

Boyarsky didn't go so far as to say The Outer Worlds is trying to deliberately tap into the mood of the first Fallout games, but he did allude to the idea.

"I think you'd have to ask people who actually worked on [New Vegas], but from my conversations with them, they were trying to really capture the spirit of the original Fallout with New Vegas, so we know a little bit about that."

From watching the gameplay footage shown behind closed doors at E3, it's easy to trace the New Vegas influence in The Outer Worlds. Aside from the obvious gameplay similarities (such as a VATS-style targeting system called Tactical Time Dilation along with classic RPG stat checks), there's a multitude of complex and zany approaches to completing tasks - something that was demonstrated in the demo.

In a town called Fallbrook, owned by the shady Sublight Salvaging Corporation, the player can accept a quest from an NPC called Catherine to take down a slaughterhouse. As Catherine explains (in her own way) you can shoot your way in, wear a disguise, or explore other routes such as the sewers. We were shown the disguise route - but even within this, players have a variety of choices to make, like convincing a robot to leave you alone by threatening to call maintenance. ("No need for the intervention of mechanical engineers" it says, before trundling off.) Later on, hacking the factory computers gives you an option called the "pink slip protocol", which... er, doesn't end well for the employees. Think robots, laser beams and piles of ash.

Of course, the appeal isn't just the range of routes - it's also the dark humour threaded throughout the story and options. Catherine has the voice of a five-pack-a-day chain smoker and frequently comes close to breaking the fourth wall. The factory, meanwhile, keeps animals called cystipigs that grow tumours on their back which can be sloughed off as a source of "sustainable meat". Again, that sense of humour - particularly when targeted at corporations - feels rather familiar.

"I get very much into the dark stuff and social commentary and [Cain] is always very much into some sillier things, which is where the tone comes from - it's like the mix of darkness and silliness," Boyarsky said.

"Early on, [Cain] started talking about all these different brands, and he was really into the humour and silliness of all these logos and slogans, and I started talking about company towns and mining towns of the early 20th century, where the corporations owned you from cradle to grave. And we started riffing on those ideas.

"In general it's not so much a critique of pure capitalism, it's really more about people controlling the narrative - the first town you go into is a company town in the game, and it's in horrible shape, but they'll sit there and tell you how fantastic their town is, and how wonderful their corporate overlords are.

"In Fallout it was much more about governments and how they manipulated people - so it's really just about whoever has the power and how they treat people who don't have power."

Of course, The Outer Worlds isn't just Fallout in space, and along with the corporate focus there's plenty of new gameplay additions. There's a different approach to stealth which lets players use a disguise (essentially a holographic shroud), and a "flaw system" which lets players weaken their characters in certain areas in return for a bonus perk point. Robophobia, for instance, can be acquired once the player takes a certain amount of damage from robots, and selecting the flaw will make you more susceptible to robot attacks in future.

Most noticeably, The Outer Worlds places greater emphasis on companions, giving them the ability to perform finishing moves or leave your party if they disagree with your actions. You can also create a leader type character, which comes with its own skill tree and provides you with companion perks - even if you sacrifice your own personal skills to do so.

I asked Boyarsky if this was a deliberate move away from the lone wanderer atmosphere of New Vegas towards a more team-oriented feel.

"A little bit, we really like the feel of Firefly where you have a crew. That's one of the things we wanted from this game, but we also let you be a lone wanderer if you want. We just felt they'd be more interesting characters if they were more involved with the story, if they reacted to what was going on, and they had their own quests that changed who they were as companions."

All this variety and choice comes at a price, however. Obsidian has garnered something of a reputation for brilliant but janky games, to the extent design director Josh Sawyer recently cited tight publisher deadlines as one of the reasons for lack of polish. After watching the trailers and demos, fans have already raised concerns about The Outer Worlds' gunplay for looking a little loose, and the facial animations for looking a little off.

I voiced both of these concerns to Boyarsky.

"We want it to feel good, but keep in mind some of the games they're comparing [the gunplay] to... that's the main thing about those games, they spend a lot of their time making sure that that's done correctly," Boyarsky told me. "We're spending a lot of time on ours as well, but we're also spending a lot of time on our dialogue, on the different paths you can take through the game. We don't set up very scripted encounters where we know you're running down this hallway and encounter things in a certain way. We're not that tightly choreographed, because we let the players go wherever they want and do whatever they want.

"We're covering this wide range of gameplay styles, and all of them have to feel good, as opposed to one very specific gameplay style - it's not 'here's five guns you can use in our entire game, and we're going to spend two years polishing each of those five guns'. You're switching guns all the time, you have two-handed melee weapons and one-handed melee weapons, there's all this variety - and to us, for an RPG like this, that's the most important aspect of it.

"It's funny, whenever we start - all the way back to Arcanum and after Fallout - we say we're going to focus on making the combat better, and every time it does get better, but because it is an RPG with everything that entails, we're never going to be able to put as much time into shooting as a pure shooter.

"Having said that, people who actually play the game really like it, and I know the people who are saying that about the shooting in the game have only seen the videos, and it's very different when you're sitting there playing it and feeling the feedback from it.

Given almost everything else about The Outer Worlds looks fantastic, I think I could live with slightly loose gunplay - and as Boyarsky mentions, we'll have to wait for a hands-on to know what it feels like for certain.

On facial animation, Boyarsky similarly said fan concerns partly stem from expectations created by large-scale, big budget games.

"We are using this time right now to do things like that and touch up those animations. We made a determination early on not to do facial capture, which once again had to do with our budget and our time.

"People are getting used to seeing full motion capture, so who knows what will happen in the future, but right now that was one of the choices we made, and I think we have some really good stuff, but if you put that up against fully facial captured animation it's never going to be as good. But we have some great animators, so hopefully people will enjoy what we do ship with."

I then asked Boyarsky if he thought jank was part of the Obsidian charm, and whether The Outer Worlds would avoid the publisher deadline issues the studio has experienced in the past.

"I don't know if it's part of the charm, but it comes with the territory," Boyarsky explained. "I think if you look at any game - not just ours - that has so much reactivity I think there's a little bit of that in there because, like I was saying before, it's really not possible to test every permutation. We're leaving it so wide open for what you choose to do.

"No matter how many people we have playtesting it, the day it goes out, ten or twenty times that many are going to be playing the game immediately, and they're inevitably going to find stuff we've missed.

"[The Outer Worlds] has been going really good, obviously when we're making a game it's smaller budget than some other games that are like this, and with a more restricted timetable, so that is a concern, but we've very much tried to keep our scope in mind with an eye towards being able to finish it and polish it. It's very difficult.

"We're doing our best to polish those rough edges, so I hope if there is some jankiness left that people do find it charming!"

On a separate question concerning pacifist runs, Boyarsky gave me an example of Obsidian's cautious and scope-aware planning for The Outer Worlds. To avoid potentially opening up the game to further bugs and jank, the decision was made to remove the pacifist path.

"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

That's not to say it's impossible to achieve, however - apparently a QA tester has come pretty close to finishing the game as a pacifist. To be honest, that already sounds like an interesting speedrun category.

As for my impressions of the game so far? Even from the hands-off demo, it's clear this game is packed with brilliant dialogue, snarky humour, vibrant environments and stellar writing. The quest shown was literally laugh-a-minute, and I was impressed at how it kept me totally engrossed for the entire demo. It's also refreshing to hear a major developer talk openly about social commentary in their games, at a time when so many studios are distancing themselves from the idea. And, ultimately, that dark satire is what's going to make the narrative really sing.

Turns out I'd been yearning for another first-person RPG with wacky quests for far longer than I'd realised. Fallout New Vegas always had an uncanny ability to predict the player's wishes while providing plenty of surprises, and it looks like The Outer Worlds is going to deliver this in spades. Or in space, rather.


Source
"Smokey, this is not 'Nam, this is bowling. There are rules."
bertolo
Profile Joined June 2010
United States133 Posts
June 27 2019 13:20 GMT
#10
The amount of times they mention Fallout in that article is sickening. I know these guys worked on new vegas or whatever, but holy shit can you talk about a new game without mentioning it? Obviously they cant.

As has been said the combat looks pretty lackluster. Not much combat was even demonstrated. I want to like this game as I do love rpg's, even done well even in the fps genre. However I think I'll wait for a couple months at least to see what people think of it once released. It sounds like there is a lot of work put into giving the player options or freedom which is great. It also sounds like they are trying to polish what they had left and even cut some content (pacifist runs) to get it out, which is not great and never what you want to hear.
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
June 27 2019 15:32 GMT
#11
Pretty meh trailer, but I still have hopes for the game
Bora Pain minha porra!
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
September 13 2019 21:41 GMT
#12
"Smokey, this is not 'Nam, this is bowling. There are rules."
{CC}StealthBlue
Profile Blog Joined January 2003
United States41117 Posts
Last Edited: 2019-10-22 16:48:51
October 22 2019 15:44 GMT
#13
3 days till release and so far the reviews are Universal acclaim. IGN, Gamespot etc.

https://www.reddit.com/r/theouterworlds/comments/dlhx5k/the_outer_worlds_review_thread/

"Smokey, this is not 'Nam, this is bowling. There are rules."
redlightdistrict
Profile Joined October 2018
382 Posts
October 23 2019 20:56 GMT
#14
I really enjoyed Wasteland 2 putting 80+ hours of gameplay into it so im cautiously optimistic, but this games graphics look almost exactly like Fallout 4 and i didnt enjoy f4 at all. Im also suspicious of it not being an open world RPG so I will wait until it comes out on steam to purchase.
FaCE_1
Profile Blog Joined December 2006
Canada6172 Posts
October 25 2019 21:46 GMT
#15
ill probably buy it. just waiting for 1 week after release to be sure and i'm getting that
n_n
Latham
Profile Blog Joined May 2007
9560 Posts
October 26 2019 14:03 GMT
#16
The reviews are flowing in and it's very well received.
Here's one YT reviewer that I actually follow and here is what he has to say about it:


I'm gonna get it in 2020 on Steam or Gog (if it will be on gog).
For the curse of life is the curse of want. PC = https://be.pcpartpicker.com/list/4JknvV
Yurie
Profile Blog Joined August 2010
11817 Posts
Last Edited: 2019-10-26 15:34:09
October 26 2019 15:33 GMT
#17
Played the starting area and it took around 7h to get through. Worthwhile game from that already. The choice at the end of the area isn't clear cut, that is the signal of a well designed consequence system for me.

Maybe a bit too similar to Fallout in how the game system works but the writing and amount of bugs is not taken from Bethesda, which is nice. New Vegas is still my favourite Fallout game and you can tell it is the same studio in some ways.
Faruko
Profile Joined April 2013
Chile34171 Posts
October 27 2019 09:37 GMT
#18
Playing it via Game Pass in xb1, so far, really fun!
Ross was right // "Jesus Christ nahaz is doing shots before my eyes" (Sn0_Man, 2018)
FaCE_1
Profile Blog Joined December 2006
Canada6172 Posts
October 27 2019 19:04 GMT
#19
dam why the fuck it's not available on amazon.ca

it's there for .com or .fr
n_n
Kitai
Profile Joined June 2012
United States873 Posts
Last Edited: 2019-10-29 03:06:24
October 28 2019 17:53 GMT
#20
On October 24 2019 05:56 redlightdistrict wrote:
I really enjoyed Wasteland 2 putting 80+ hours of gameplay into it so im cautiously optimistic, but this games graphics look almost exactly like Fallout 4 and i didnt enjoy f4 at all. Im also suspicious of it not being an open world RPG so I will wait until it comes out on steam to purchase.


I've put quite a few hours into it over the last few days, and a lot of it does feel like "Fallout, but in space." Similar humor, loot/weight system, ammo system, slow-mo combat feature with enemy weak points, lots of Steampunk 50s vibes, similar skill-point tree, similar dialogue system, the list goes on and on and on.

It's still fairly open-world, but with more restrictions than F4. In a traditional Fallout game, you can pretty much go wherever you want right off the bat, even if it's not a wise choice since you'll quickly run into enemies that you don't stand a chance against. In Outer Worlds, you unlock more and more open-world environments to explore as you progress through the story, but each of those worlds is considerably smaller than F4. Personally, I like this a bit more since the game does a better job matching me up with enemies around my character's level and it puts more of a focus on the game's main story. There's still a lot of fun side quests to get distracted by, but it doesn't feel like F4 or Skyrim where you've got a choice between a thousand different quests at once and the "main" story/stories are long forgotten.

TL;DR - In terms of the game mechanics, gallows humor, and dystopian feel, Outer Worlds feels very much so like a Fallout game. However, it's a bit less open world and a bit more story driven. The graphics are similar in quality and style, but the environments themselves are quite a bit more lively and vibrant. Hope that helps.

Edit: One giant leg up it has on F4 and other Bethesda games is that it's much more polished. It's not a bug-ridden mess desperately waiting for a giant patch to fix game-breaking issues. The companion system is also light years ahead in terms of reliability and ease of use, so two big thumbs up there!
"You know, I don't care if soO got 100 second places in a row. Anyone who doesn't think that he's going to win blizzcon watching this series is a fool" - Artosis, Blizzcon 2014 soO vs TaeJa
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