Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

The Outer Worlds Pre-Release Thread [GO TO NEW THREAD]

Kyl Von Kull

The Night Tripper
Patron
Joined
Jun 15, 2017
Messages
3,152
Location
Jamrock District
Steve gets a Kidney but I don't even get a tag.
I mean.. Kotor 2, Fallout New Vegas , Alpha Protocol, , etc all pretty good RPGs. I also think Deadfire is pretty good and has RPG great elements, i feel like every stats and skill has a purpose while playing but i don't dare say this here.

Don’t forget Mask of the Betrayer. AwesomeButton the best of them are still flawed gems, sure, but then again so was everything made by Troika. A flawed gem can be more fun than a flawless one.

The thing about Obsidian is that even when they make something deeply flawed, it usually still does a few things incredibly well—sometimes so well that the game in question deserves top ten billing. KOTOR2 (with restored content mod), MoTB, New Vegas. *I can hear the hecklers: what has Obsidian done for me lately? Hey, fair enough.”*

Alpha Protocol had good dialogue (with an even better dialogue system) and insane branching C&C, which makes up for the trash gameplay to some extent. Tyranny has great C&C, great reactivity, the best character backstory creation system I can recall, solid faction mechanics, a cool magic system, cool setting, and IMO good writing (of course, tastes vary), which compensates for the fact that the mechanics suck, combat is a big downgrade from POE and becomes extremely tedious after chapter one, and the endgame is ridiculously rushed because the game’s basically unfinished, clearly missing one or two more chapters.

Deadfire finally had solid combat and character progression, some brilliantly designed quests, decent factions & faction system, and it’s the best looking isometric CRPG ever made, which somewhat offsets the idiotic plot/story structure and the wildly inconsistent dialogue, some of which was truly awful.

NWN2 OC and POE are different: they’re just bland. I think they both get too much shit here, but there’s little in either that makes them stand out, except for the expansions.

Given Tim & Leonard’s history of making flawed gems and one honest-to-goodness masterpiece, I’m betting TOW will be another flawed gem, possibly a massive gem with fewer big flaws than usual.
 

Dishonoredbr

Liturgist
Joined
Jun 13, 2019
Messages
2,109
Deadfire finally had solid combat and character progression, some brilliantly designed quests, decent factions & faction system, and it’s the best looking isometric CRPG ever made, which somewhat offsets the idiotic plot/story structure and the wildly inconsistent dialogue, some of which was truly awful.

Deadfire isn't all that bad , i would say i rather it than PoE1 every day . But they shouldn't made the plot around chasing a god , it's the same problem with Fallout 3 and 4 , the sense of urgent overtake any sense of complete side quests. If was any other story , the game would be much better because the factions are quite interessting, companiosn aren't that bad and the quests are really enjoayble with multiple paths and endings for them. Anyway..

I hyped for The Outer Worlds because i truly believe that Leonard can make something good out of the current writtig team and i think they can truly deliver when come to quests and RPG elements with Tim Cain. If anything Deadfire was a sign that they still know how to make stats come into play in dialogue and quests that branching out like in FNV, even if the main plot sucks..
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
16,237
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
All games are flawed.
I was making fun of the "brilliant" part. I think flawless games are possible and such exist, but they need to be much more simple than an RPG usually is and perfectly coherent in the gameplay, graphics, sound effects, writing.
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
yq1gw00zea731.jpg


hXQeWCi.png
g0gRYio.png
DgnWaX9.png
g0gRYio.png
g0gRYio.png
oK5UG66.png


Megan is soo cool!

oK5UG66.png
g0gRYio.png
g0gRYio.png
DgnWaX9.png
g0gRYio.png
hXQeWCi.png
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,792
"urban fantasy"

no thanks
Hey Perdido Street Station was good.

"An exiled-princess-turned-bounty-hunter rescues a minotaur, accidentally opens a Hellmouth in Baltimore, and is terrorized by a ghoul out for her blood, all while arguing with her hot new coworker—who may or may not want her dead."

But I suppose this is not that.

screen-shot-2019-05-11-at-2-53-14-pm_1_orig.png
screen-shot-2019-05-11-at-2-53-27-pm_orig.png


Her enthusiasm uh, really bleeds out into the text. Also odd to see a third person narrator cursing, but it does seem to be written from his perspective.
 
Last edited by a moderator:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,438
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://www.denofgeek.com/us/games/the-outer-worlds/282241/the-outer-worlds-obsidian-morality-system

How The Outer Worlds Channels Fallout, Classic Sci-fi, and the Real World
We talked to The Outer World's narrative designer about the game's morality and how Obsidian crafts such a large story.

Obsidian's The Outer Worlds is one of our most highly anticipated releases of the year and for good reason: this space-faring adventure recalls classic RPG titles such as the studio's Fallout: New Vegas, one of the best RPGs ever made. In fact, the developer has an excellent track record of great RPGs, including more recent titles like Pillars of Eternity and Tyranny. Every new Obsidian project, especially one conceived and directed by Tom Cain and Leonard Boyarsky, creators of the Fallout series back in their Interplay days.

"They sort of took this very Brazil corporate dystopian model and injected Tim's silly Futurama/Simpsons humor to it, which is a similar special sauce they found success with in Fallout games," Dan McPhee, The Outer Worldsnarrative designer, tells us at E3 2019 regarding the game's initial conception under Cain and Boyarsky's leadership.

Indeed, the surreal Terry Gilliam sci-fi film does come to mind when you hear the game's premise. The Outer Worlds' story is set in a space colony that has essentially been bought, twisted, and corrupted by various corporations.

"The basic idea is that corporations can buy colonies and star systems then send their people out there to colonize them, mine minerals, and bring it all back to Earth," McPhee says. "[The Outer Worlds] is on the very edge of space, the Halcyon Colony. 10 corporations formed the board that bought the place. They send out two ships, one that gets there and one that didn't. That ship came in sort of 70 years late to the party. That's the ship the player wakes up on and is dropped in from."

The idea of everyday life being run by giant corporations isn't so far-fetched, of course, and McPhee suggests that the premise of the game is inspired by real life: "Pick a corporation, it's pretty similar." In terms of the different types of corporations, McPhee says, "It's kind of like on our world. You've got the pharmaceutical corporation, the mining corporation, the weapons manufacturers. You've got Spacer's Choice, which is like the 7-Eleven, they sell a little bit of everything."

One corporation, in particular, stands out to McPhee. It's called Auntie Cleo's and it produces some of the most gruesome food products you've ever seen. (Seriously, we watched some gameplay footage involving Auntie Cleo's and it's so gross.)

"You know how there's a big push for all-natural ingredients in today's world? Well, they're the opposite. Everything is in a lab. 99 percent fake stuff. They do a lot of weird, gnarly experiments with people and animals and it's really wacky."

The Auntie Cleo's experiment on display in the E3 gameplay footage is the cystypig, tumor-ridden pigs bred in labs for human consumption. The tumors themselves are sold as a meat product called "boarst." It's disgusting and will make you want to blow up every Auntie Cleo's lab in the game.

The game's story isn't as clear-cut as the good guys versus the bad guys, though. Like real life, the choices you make in The Outer Worlds are more complicated than that. While the game doesn't feature a traditional morality system that tracks your "good vs. evil" choices, players will still have to pick sides when it comes to the different factions in Halcyon.

"If you murder everybody, everyone is going to hate you, but we don't have a sort of good vs. evil scale, and a lot of that is because a lot of the decisions you make in this game aren't really good vs. evil. There's a lot of grey area. There's a lot of 'this character is doing this thing that makes sense for him against this other one that makes sense for the other one.' It's really just who you personally believe in."

So how does Obsidian manage to account for so many possibilities in such an ambiguous world where the player shapes their own story? McPhee says it involves "quite a bit" of storyboarding as well as being able to adapt the direction of the game's narrative as it is in development.

"It's not really until it's in the game and you can play it that you really know if it's good," McPhee says of the team's story creation process. "Part of our process, for example, is when we plop an NPC in the world, our area designers will go and add a dummy conversation. [It's] like, 'ok, here's the option where he gives you the quest, here's the option where you tell him to go sod off, here's the option for like a dumb character.' They'll just sub that stuff in and then we'll go and flesh it out later. There's a combination of planning and implementation at the same time."

If McPhee's choice words of "dumb character" immediately made you think of Fallout: New Vegas' low intelligence character options with excitement, then we have good news for you. When asked if players can create low intelligence characters, McPhee simply says, "Hell yeah, you can! Actually, dumb dialogue is something that I pushed for when I got on the project and I'm so glad that people are finding it really funny."

Just how fun is it to write dumb dialogue? "It is super fun, let me tell you. We actually put a lot of work in trying to figure out the specific 'brand' of dumb. It's not just like an idiot. It's sort of this mashup between Charlie Day and Zapp Brannigan and these high on their haunches sort of noblemen. It's great."

The Outer Worlds wears its Futurama influence on its sleeve, but Obsidian also looked to other pieces of classic science fiction for inspiration.

"In terms of characters and dialogue, we took a lot of inspiration from things like Firefly in that we really wanted to preserve this spirit of companionship and having a core crew that you ran around with," McPhee says. "We're all big Star Trek fans. We just took from a bunch of different settings and inserted our own little twists."

The game will feature at least six companions with different skills and raison d'etre. So far, four of these companions have been revealed: the mercenary doctor Ellie, the rebellious Felix, Parvati the mechanic, and Auntie Cleo's guard Berke.

"We wanted to do a range of skills...but also a range of viewpoints," McPhee says of the different companions you can recruit in the game. "This is a totally new setting, so the player's not going to know much about it. It was useful to have different companions from different walks of life in this setting that could shed some light...You know, one of them isn't necessarily that anti-corporate. The story pushes that agenda really hard at first, but it's useful to have a companion who says, 'Hold on, maybe it's not so bad,' and gives you that alternate viewpoint."

The moral choices, factions, companions, and different viewpoints are all designed around the idea that you can play The Outer Worlds however you want, making it a true Obsidian RPG experience in that regard.

"There's a surprising variety in this game. Everyone can really find something they like. We've put so many options in this game," McPhee says. "We've got people at the office who don't kill anybody, we've got people who kill everybody, we've got people who just sneak around all day because they like stealth games. No matter what games you normally enjoy, you'll probably find something here for you, which is pretty cool, I think."

The Outer Worlds is out on Oct. 25 for PlayStation 4, Xbox One, and PC.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,228
Every new Obsidian project, especially one conceived and directed by Tom Cain and Leonard Boyarsky

I.....knew it! Tim Cain's evil twin Tom Cain's been working on the game! And he certainly locked Tim in a basement and made him watch that presentation about shapes > numbers. True story.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,792
Berke's a companion, huh. Now all that's left is the final neutral male companion. :M
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,438
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Berke's a companion, huh. Now all that's left is the final neutral male companion. :M

No, I think that's an error. One of the game's wikis has Berke erroneously listed as a companion. Den of Geek just copied that into their article without verifying.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,490
Location
Grand Chien
"An exiled-princess-turned-bounty-hunter rescues a minotaur, accidentally opens a Hellmouth in Baltimore, and is terrorized by a ghoul out for her blood, all while arguing with her hot new coworker—who may or may not want her dead."

But I suppose this is not that.

screen-shot-2019-05-11-at-2-53-14-pm_1_orig.png
screen-shot-2019-05-11-at-2-53-27-pm_orig.png


Her enthusiasm uh, really bleeds out into the text. Also odd to see a third person narrator cursing, but it does seem to be written from his perspective.
Fuck me that is some awful writing.
 

Dishonoredbr

Liturgist
Joined
Jun 13, 2019
Messages
2,109
I hope Berke is a companion so i can run around with a big stupid man that loves corporations and shoot all those losers that aren't employed.
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
Narrative, narrative, narrative. Is there any interview that touched the gameplaymechanical side of this thing as indepth as the narrative has been explained over and over again?
 

Shadenuat

Arcane
Joined
Dec 9, 2011
Messages
11,966
Location
Russia
Nobody knows how to make good gameplay but people generally have some idea what makes up for good story.
 
Last edited:

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
19,998
Narrative, narrative, narrative. Is there any interview that touched the gameplaymechanical side of this thing as indepth as the narrative has been explained over and over again?
What gameplay are you expecting? Game is neither isometric or Turn Based. It has zero chance to have good gameplay
 

undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
What gameplay are you expecting?

I know what the gameplay is like in general. We’ve seen it.

I’d want details on how it works. Skills, stats, their effects on gameplay. The stuff that matters and tells me if there’s anything salvageable there, because some story choices just don’t cut it.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom