Kyl Von Kull
The Night Tripper
And in the gameplay you get the feel that TOW is an immersive sim,
But it’s not an immersive sim at all: you can’t interact with objects. Words mean things.
And in the gameplay you get the feel that TOW is an immersive sim,
TOW keeps nudging you to take the side of the poor colonists against the evil corps instead of trying to mantain some sort of neutrality and let the player come to his/her own conclusions. Say, in NV you were shown the virtues and flaws of NCR, Legion (less so, unfortunately) and House and the player would be free to form his/her own opinions on the matter, even forgoing all three by the end. Here it begins with a manichaean view of colonists/corps that never goes further.
It's even more baffling when you compare it to Tyranny which played off of the order/chaos/loyalty/freedom spectrum in a much better way despite being almost a throw-away project.
Crafting system is diseasterous. That's for sure. + n damage when you pay money... RPG system is also nearly nonexistent.- looks like they had a much bigger crafting system at some point but it was cut and all the loot was labeled as junk
- a lot of cut content in general. Blocked buildings in Byzantium probably had quests in them at some point. Some blocked areas in Monarch.
I run it on gtx 660 with 300 Chrome tabs on background. Most stuff is on medium.Does it work alrite for you bros? My machine is not a gaming rig (i5-4690, gtx960, 8gb ram), but it runs like crap even on the lowest settings possible
TOW keeps nudging you to take the side of the poor colonists against the evil corps instead of trying to mantain some sort of neutrality and let the player come to his/her own conclusions. Say, in NV you were shown the virtues and flaws of NCR, Legion (less so, unfortunately) and House and the player would be free to form his/her own opinions on the matter, even forgoing all three by the end. Here it begins with a manichaean view of colonists/corps that never goes further.
It's even more baffling when you compare it to Tyranny which played off of the order/chaos/loyalty/freedom spectrum in a much better way despite being almost a throw-away project.
Yeah. The bummer is I think they could make The Board the obvious bad guys, like the Legion, but still have the choice and faction play we want. The solution is right there: MSI on Monarch. A corp, but one that wants to change things a bit to give people more freedom, but still be a corp in control of the system. If the game had 3-4 factions to choose from in the main quest, The Board, the rebels, MSI and maybe Sublight or an independent path, it would be ten times better. Instead the main quest is Board or Anti-Board and everything else is a side thing where faction rep barely matters at all.
Gotta say I had the exact opposite experience. Not only it never felt like I'm nudged towards one of the sides, the options path I was presented with felt as neutral as it gets and it became more and more ambiguous as I got towards the ending.
Gotta say I had the exact opposite experience. Not only it never felt like I'm nudged towards one of the sides, the options path I was presented with felt as neutral as it gets and it became more and more ambiguous as I got towards the ending.
If you turn the scientist in right away and basically volunteer to be a corporate merc out of the gate you don't get a lot of the experience you're talking about. Maybe I'll like the choices more now that I'm playing a freedom focused pirate, we'll see.
Your post though doesn't really address the core problem though as I see it. I agree it's more morally grey than people give it credit for, but my issue is more about factions interacting. In New Vegas there were 5 or more factions that all felt like the interacted with each other, and you had to choose between them and play them off one another to make it through the game. One clear memory I have of a standout moment is when House demands you destroy the Brotherhood of Steel. I was playing a House merc that playthrough but also had Veronica with me all the time, so having to choose to betray my boss or Veronica was a cool twist.
In my experience so far, playing a corporate merc from the start, there's nothing really like that in Outer Worlds. There's a big decision about the Board or the doctor guy, and there's minor decisions about MSI or the rebels, Edgewater or the rebels, and neither effects the main quest much beyond ending slides. The faction system really means nothing because you can easily be friendly with them all and they rarely interact. Why don't the Edgewater guards attack me after basically destroying their city? Why doesn't Roseway try to ruin me for airing their secrets? It all feels neutered.
For example, when I first got to Groundbreaker and realized they were trying to remain independent and had a faction rep, I was like "the corps are gonna make me take this place down later." However no, that never happens, and the Groundbreaker rep is meaningless.
Phenomenal is a strong word. I haven't gotten very far yet, but generally like what I'm seeing. But the devs really seem to have botched the itemization, rarity, equipment progress and mods.
Also the perks seem rather bland and uninspired.
I beat the game, around 25 hours on hard difficulty, with every single quest done.
I beat the game, around 25 hours on hard difficulty, with every single quest done.
Interesting. I'm at 19 hours, and I've only been to about half the locations so far.
Are you sure that you had not counted 3 unreachable planets from the world map in your "total"?Interesting. I'm at 19 hours, and I've only been to about half the locations so far.
Reading the feedback, I was wondering, about the criticism of lacking C&C, don't you usually notice that stuff more heavily only through subsequent playthroughs, that it is more subtle than clear? I mean, isn't good C&C something that isn't rubbed on your face by "Yeah, you chose, the world is now 25 degrees to your right"?
I mean #2, it is probably more fun to make big decisions, but don't they demote the will to play again since you can easily guess the opposite results and so don't have the need to try again just for the "minutiae" of it?
Does the game manage to promote subsequent playthroughs is its own thing, of course. I haven't played the game, so I wouldn't know.
'K... There's stillAnd it's dead because everybody realised it's a linear text-based Telltale adventure with zero replayability.
There's a lot of C&C as well as reactivity.
Problem is the writing, it's just so banal that it's really hard to give a shit about it.
Nah. The game is receptive, in a Mass Effect manner, but none of your choices really matter imho, as in, they dont change the world. I mean, some of them change the ending slides, but thats about it. The only big, important decision is made an hour before the game ends.
I beat the game, around 25 hours on hard difficulty, with every single quest done.
There's a lot of C&C as well as reactivity.
Problem is the writing, it's just so banal that it's really hard to give a shit about it.
Off the top of my head, things they cut due to budget:
- vacuum areas
- boss fights
- mod support
- 3rd person camera
- proper disguise system
- looks like they had a much bigger crafting system at some point but it was cut and all the loot was labeled as junk
- a lot of cut content in general. Blocked buildings in Byzantium probably had quests in them at some point. Some blocked areas in Monarch.
I envy you so much!I never played the original Fallout, only FO3 and FONV
I beat the game, around 25 hours on hard difficulty, with every single quest done.
My final time was 34 hours and I skipped a tooooon of stuff. Only did one companion quest, never did the Sublight stuff, did the Board main quest from the start instead of both. Not calling you out or anything, but obviously how "fast" one plays depends on the person and playstyle.