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
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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
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
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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.’”
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
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It's a next gen New Vegas in space, which is promising enough.