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

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
So, who else noticed the obvious target of the title?

The Outer Worlds
The Elder Scrolls

I mean, come on. Same number of words and letters. And like half of the letters are the same.

Watch as the next game is The Outer Worlds: Pistolfall.

And from then on? Well, it's only a matter of time until they buy The Elder Scrolls and turn it into The Outer Worlds with swords.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
Some stuff from confusing(for me) gamestar.de site via google translate:

On first person perspective:

Leonard Boyarsky, one of the two directors behind The Outer Worlds and known for Fallout and Arcanum (Iso Perspective) as well as Vampires: The Masquerade - Bloodlines(first and third person view), justifies the focus on the ego view as follows:

"We focus on some very specific things we want to do well in this game, and we have [in The Outer Worlds] both firefights and first-person melee fights It also works well in third-person, it felt like an unnecessary distraction, I know that there are many people who like to play this way [in third-person], but we have come to the conclusion that it is for It's better for us to focus on just one gameplay style. "

If The Outer Worlds is played just like a first-person shooter and there is no third-person perspective, then why the detailed character creation? Boyarsky: "We wanted to give people the opportunity to adapt their character in order to be able to identify with him."

Everyone is killable:

Immortal NPCs? Not with obsidian! In the new RPG The Outer Worlds »you can kill anyone and still complete the main quest«. Leonard Boyarsky is visibly proud when hetalks to GameStar about how to live out his own psychopathic tendencies in the science fiction world of The Outer Worlds . "The main focus for us was that the player push the story forward and make the decisions. Whether you want to be an anti-hero, a mad killer, or a righteous hero who's here to save everyone, all those options should be available to you. "

"You can kill anyone who has to do with the main story, you can play the game as you like, you can play the factions against each other, and you do not have to band together in the long term if you do not want to One faction will complete a task and then go to their opponents and start another quest.There are a few moments when you have to follow the main story after completing all the side orders, otherwise the game would just be over at that point. But apart from that, you can do whatever you want. "

Boyarsky also emphasizes that the decisions in the gameplay of The Outer Worlds will have an impact on the ending. "I do not know spontaneously how many different end sequences we have. There are a few variations of the basic ending, but there are also different effects depending on what you have done on the way. "

TOW vs CP77:

Is The Outer Worlds Better Than Cyberpunk 2077 ? It's definitely different: Developer Obsidian Entertainment does not even see itself as a competitor to the highly anticipated role-playing game by the The Witcher 3 makers at CD Projekt Red. That revealed developer legend Tim Cain (the inventor of Fallout ) in a Germany-exclusive interview GameStar .

"I play their games and I'm a big fan of The Witcher, but we want to do something different than theirs, they have an incredibly big world in their game and a pretty dense storyline with a particular protagonist Play Geralt. "

Asked about the upcoming release of Cyberpunk in 2077 and how Obsidian assesses its own chances in the role-playing genre against such a mammoth work, Game Director Tim Cain gave up. In his opinion, his new project, The Outer Worlds ( now GameStar Plus Cover Story ), is "an open-ended sandbox RPG" in which, among other things, you can kill any NPC and still finish the main quest . This is different from The Witcher 3 and Cyberpunk 2077.

So you go through the character of the new CD project role-playing game , but you still play a predefined character with your own voice. Not so in The Outer Worlds, here's no setting for the hero and thus more freedom for the player:

"With us, everyone can be a hero, no matter if male or female, regardless of the background story and the strengths or weaknesses you choose, which is our strength compared to a particular story in a particular world."

In the end, Cyberpunk 2077 and The Outer Worlds are talking to two different camps of role-playing fans - there is no reason to be competitive. The Outer Worlds will be released in 2019 - when the Cyberpunk 2077 release will be released is still unknown. But we have our assumptions .


Also compilation of known info: https://fextralife.com/the-outer-worlds-everything-we-know-about-fallouts-spiritual-successor/

The Outer Worlds: Everything We Know About Fallout’s Spiritual Successor



The Game Awards surprised many with the announcement of The Outer Worlds: A single-player, first person RPG from Obsidian Entertainment and the creative team behind the original Fallout and Knights of the Old Republic II titles. With a distinct “This is the next-gen Fallout that never was” feel, the upcoming title brings with it great hope and expectations for fans of the Fallout franchise and of Obsidian Entertainment games.

The Outer Worlds: Everything We Know

  • Developer: Obsidian Entertainment
  • Publisher: Private Division
  • Directors: Tim Cain and Leonard Boyarsky, original creators of Fallout.
  • Platforms: Xbox One, PlayStation 4, PC
  • Release Date: TBA 2019
  • Engine: Unreal Engine 4
  • Monetization: Buy to Play. No microtransactions whatsoever
  • DLC: In discussions, but currently focusing on the core game

The Outer Worlds Story & Setting
In a future where humanity has traveled far into space by using special cryogenic chambers, the game presents a semi-open-world exploration experience in a Sci-fi setting. Colonies far removed from earth have become the new frontier, and colonists travel to settle and find promise in these new lands. Mega-corporations have their own plans for these new developments, seeing market opportunities for their many ventures, and not always in the interest of humanity.

In The Outer Worlds, you awake from hibernation on a colonist ship that was lost in transit to Halcyon, the furthest colony from Earth located at the edge of the galaxy, only to find yourself in the midst of a deep conspiracy threatening to destroy it. 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.

The game presents opportunity for varied and interesting landscapes, cultures, races and story arcs that promise to branch out with player choices as is traditional for Obsidian’s RPG titles. In light of recent AAA titles such as Red Dead Redemption 2, it is important to note that while the game provides open-world exploration, it is not completely seamless or a completely open galaxy. So the game’s accessible world size will be more akin to Mass Effect than Fallout: New Vegas.

Players can expect to explore two Planets (that we know of), several space stations and asteroids within a distant Solar System. Areas open up as players complete quests and unlock them with in-game actions. These locales will have limited level scaling, so adventurers should be careful not to venture forth into certain locations until they are ready for the challenge.

tow-byzantium-cityscape-001-640x360.jpg

Space city of Byzantium, a commercialized frontier town of the solar system

The Outer Worlds: Gameplay
The game is a first-person RPG, and whilst there is a Character Creation option, players should not expect to see their character often. The player character is also silent, but NPC dialogue is fully acted in English. Players can expect to see UI and Subtitle support for 10 languages: French, Italian, German, Spanish (Spain), Japanese, Korean, Polish, Russian and Portuguese (Brazil)

As a player-driven story game, player choices are an integral part of story development and will impact not only immediate quest and mission outcomes but affect the player’s Reputation with several Factions and the game’s several Endings. Players might want to make good use of the save feature as the game will have “point of no return” flags.

dialogue-choices-the-outer-worlds-everything-we-know-640x332.jpg

Play as the hero, the villain or the village idiot: it’s your choice!

There are six Stats and they have an acronym much like “S.P.E.C.I.A.L” in Fallout, and players obtain a new Perk for every 20 points spent into a Stat. Players can put up to 100 points into a stat, and these attribute points are used to determine your Lockpicking and Hacking. There’s no attached mini-game for either one of these now.

The game will feature multiple difficulty Settings.

Builds in The Outer Worlds
Character Builds will be an integral part of the game, as players are encouraged to customize and optimize their layouts via a network of Stats, Skills, Perks and Abilities. A new concept called “Flaws” brings a spin on Fallout’s Traits or Mutations:

  • Players can opt to obtain a flaw that makes them vulnerable or weak to certain enemiesor ailments. Flaws are unlocked when players meet certain conditions such as having died to or encountered a specific enemy several times.
  • Accepting a Flaw can grant Perk points, and may give a special boon in another aspect unrelated to the specific flaw. Rejecting a flaw does not cause any further statuses.
  • Flaws are permanent and players can have a maximum of 5 flaws on the hardest game setting (3 on normal difficulty setting). Perks, on the other hand, can be re-specced at will.
Equipment is of course a part of Builds, with damage being calculated by both your character’s Stats and Perks and your chosen weapon. The game features four weapon categories:

  • Bullet Weapons: These weapons have light, medium and heavy ammo.
  • Energy Weapons: These weapons have special effects and are charged rather than reloaded.
  • Melee Weapons: Weapons with a short range but powerful effect and no need for any kind of ammo or charge.
  • Science Weapons: Not much is known about them yet, but there’s a “Shrink Ray”.
Weapon Mods: Much like the Fallout series, weapons will feature Mods. Modifications are special upgrades that give weapons unique characteristics, such as adding Fire or Shock damage. Players can therefore expect to spend some time gathering Materials and Crafting.

Combat Features
For combat, the game uses something similar to Fallout’s VATS – a feature called Tactical Time Dilation. This special ability slows time and displays Enemy information including their classification, armor level, hitpoints and their associated faction. Aiming during Tactical Time Dilation is 100% manual, and the restrictions on use can be eased by investing in Perks and Skills.

On first impression, and much like Fallout 1 and 2, character customization and party optimization will be the driving factor behind encounter outcome. Players can expect their planning will be more important than their reflexes, even without full-stop-time.

tow-roseway-combat-004-640x360.jpg

First Person Combat shot in the Roseway

Companions in The Outer Worlds
Companions are also a feature of the game, whereas players can recruit party members to crew their Starship – but can expect these companions to interject in their adventures with their own views, objectives and missions. There are apparently six companions, and we know of two companions already: Ellie and Felix.

  • Romance is not an option for companions, as developers felt it could limit player choice
  • Companions may be customized and players can pick Perks for them on level up screen
  • Players can bring two companions at a time, and inventory is shared among all while out in the field.
  • Companions have their own Perks and three Skills and special Abilities.
  • Companions level up at the same rate as the player character.
  • Companions have their own missions, quests and objectives and will ask for help to fulfill them.
  • Companions have an approval rating and will leave the field if they are against your actions. They will not abandon your party unless you make that choice.
  • All of the companions can be recruited, but some have allegiances to specific Factions and are thus less likely to join you in the field if you are doing something against their interests.
ada-spaceship-ai-the-outer-worlds-640x371.jpg

A special AI called ADA assists with your tasks and facilitates ship management and communications relay

Outer Worlds Starship & Crew
Players will have their own Spaceship, that comes fitted with an AI called ADA. ADA is programmed to change and adapt based on the character’s actions, opening up further promise for role-play and consequences to your choices.

The Ship will act as a main hub for your party, as your portable Camp. It is not yet known whether players can make improvements or changes to this base of operations.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Shacknews: What went behind the "Dumb" dialogue option? Is this out of a particular love for the Chris Pratt style of leading character who's not too bright?
Starks
: That's a really good question! I should ask Tim and Leonard where the inspiration for that came from.

stupid cunt hasn't event played Fallout 1

:fight:

Uhm

I might be alone in this but I don't get that particular bit from the answer. While its certainly possible she hasn't played Fallout 1 this sounds more like she doesn't know where the inspiration comes from in general.

Do WE even know that? I don't remember if Tim, Jason or Leonard ever mentioned where they got the idea for low intelligence options.

Edit: And yeah, the stupid ass Chris Pratt comparison I don't count because that was the interviewer.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Also compilation of known info: https://fextralife.com/the-outer-worlds-everything-we-know-about-fallouts-spiritual-successor/

The Outer Worlds: Everything We Know About Fallout’s Spiritual Successor



The Game Awards surprised many with the announcement of The Outer Worlds: A single-player, first person RPG from Obsidian Entertainment and the creative team behind the original Fallout and Knights of the Old Republic II titles. With a distinct “This is the next-gen Fallout that never was” feel, the upcoming title brings with it great hope and expectations for fans of the Fallout franchise and of Obsidian Entertainment games.

The Outer Worlds: Everything We Know

  • Developer: Obsidian Entertainment
  • Publisher: Private Division
  • Directors: Tim Cain and Leonard Boyarsky, original creators of Fallout.
  • Platforms: Xbox One, PlayStation 4, PC
  • Release Date: TBA 2019
  • Engine: Unreal Engine 4
  • Monetization: Buy to Play. No microtransactions whatsoever
  • DLC: In discussions, but currently focusing on the core game

The Outer Worlds Story & Setting
In a future where humanity has traveled far into space by using special cryogenic chambers, the game presents a semi-open-world exploration experience in a Sci-fi setting. Colonies far removed from earth have become the new frontier, and colonists travel to settle and find promise in these new lands. Mega-corporations have their own plans for these new developments, seeing market opportunities for their many ventures, and not always in the interest of humanity.

In The Outer Worlds, you awake from hibernation on a colonist ship that was lost in transit to Halcyon, the furthest colony from Earth located at the edge of the galaxy, only to find yourself in the midst of a deep conspiracy threatening to destroy it. 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.

The game presents opportunity for varied and interesting landscapes, cultures, races and story arcs that promise to branch out with player choices as is traditional for Obsidian’s RPG titles. In light of recent AAA titles such as Red Dead Redemption 2, it is important to note that while the game provides open-world exploration, it is not completely seamless or a completely open galaxy. So the game’s accessible world size will be more akin to Mass Effect than Fallout: New Vegas.

Players can expect to explore two Planets (that we know of), several space stations and asteroids within a distant Solar System. Areas open up as players complete quests and unlock them with in-game actions. These locales will have limited level scaling, so adventurers should be careful not to venture forth into certain locations until they are ready for the challenge.

tow-byzantium-cityscape-001-640x360.jpg

Space city of Byzantium, a commercialized frontier town of the solar system

The Outer Worlds: Gameplay
The game is a first-person RPG, and whilst there is a Character Creation option, players should not expect to see their character often. The player character is also silent, but NPC dialogue is fully acted in English. Players can expect to see UI and Subtitle support for 10 languages: French, Italian, German, Spanish (Spain), Japanese, Korean, Polish, Russian and Portuguese (Brazil)

As a player-driven story game, player choices are an integral part of story development and will impact not only immediate quest and mission outcomes but affect the player’s Reputation with several Factions and the game’s several Endings. Players might want to make good use of the save feature as the game will have “point of no return” flags.

dialogue-choices-the-outer-worlds-everything-we-know-640x332.jpg

Play as the hero, the villain or the village idiot: it’s your choice!

There are six Stats and they have an acronym much like “S.P.E.C.I.A.L” in Fallout, and players obtain a new Perk for every 20 points spent into a Stat. Players can put up to 100 points into a stat, and these attribute points are used to determine your Lockpicking and Hacking. There’s no attached mini-game for either one of these now.

The game will feature multiple difficulty Settings.

Builds in The Outer Worlds
Character Builds will be an integral part of the game, as players are encouraged to customize and optimize their layouts via a network of Stats, Skills, Perks and Abilities. A new concept called “Flaws” brings a spin on Fallout’s Traits or Mutations:

  • Players can opt to obtain a flaw that makes them vulnerable or weak to certain enemiesor ailments. Flaws are unlocked when players meet certain conditions such as having died to or encountered a specific enemy several times.
  • Accepting a Flaw can grant Perk points, and may give a special boon in another aspect unrelated to the specific flaw. Rejecting a flaw does not cause any further statuses.
  • Flaws are permanent and players can have a maximum of 5 flaws on the hardest game setting (3 on normal difficulty setting). Perks, on the other hand, can be re-specced at will.
Equipment is of course a part of Builds, with damage being calculated by both your character’s Stats and Perks and your chosen weapon. The game features four weapon categories:

  • Bullet Weapons: These weapons have light, medium and heavy ammo.
  • Energy Weapons: These weapons have special effects and are charged rather than reloaded.
  • Melee Weapons: Weapons with a short range but powerful effect and no need for any kind of ammo or charge.
  • Science Weapons: Not much is known about them yet, but there’s a “Shrink Ray”.
Weapon Mods: Much like the Fallout series, weapons will feature Mods. Modifications are special upgrades that give weapons unique characteristics, such as adding Fire or Shock damage. Players can therefore expect to spend some time gathering Materials and Crafting.

Combat Features
For combat, the game uses something similar to Fallout’s VATS – a feature called Tactical Time Dilation. This special ability slows time and displays Enemy information including their classification, armor level, hitpoints and their associated faction. Aiming during Tactical Time Dilation is 100% manual, and the restrictions on use can be eased by investing in Perks and Skills.

On first impression, and much like Fallout 1 and 2, character customization and party optimization will be the driving factor behind encounter outcome. Players can expect their planning will be more important than their reflexes, even without full-stop-time.

tow-roseway-combat-004-640x360.jpg

First Person Combat shot in the Roseway

Companions in The Outer Worlds
Companions are also a feature of the game, whereas players can recruit party members to crew their Starship – but can expect these companions to interject in their adventures with their own views, objectives and missions. There are apparently six companions, and we know of two companions already: Ellie and Felix.

  • Romance is not an option for companions, as developers felt it could limit player choice
  • Companions may be customized and players can pick Perks for them on level up screen
  • Players can bring two companions at a time, and inventory is shared among all while out in the field.
  • Companions have their own Perks and three Skills and special Abilities.
  • Companions level up at the same rate as the player character.
  • Companions have their own missions, quests and objectives and will ask for help to fulfill them.
  • Companions have an approval rating and will leave the field if they are against your actions. They will not abandon your party unless you make that choice.
  • All of the companions can be recruited, but some have allegiances to specific Factions and are thus less likely to join you in the field if you are doing something against their interests.
ada-spaceship-ai-the-outer-worlds-640x371.jpg

A special AI called ADA assists with your tasks and facilitates ship management and communications relay

Outer Worlds Starship & Crew
Players will have their own Spaceship, that comes fitted with an AI called ADA. ADA is programmed to change and adapt based on the character’s actions, opening up further promise for role-play and consequences to your choices.

The Ship will act as a main hub for your party, as your portable Camp. It is not yet known whether players can make improvements or changes to this base of operations.
"Fallout's Spiritual Successor"?

ncaZuZV.png
 

markec

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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Also compilation of known info: https://fextralife.com/the-outer-worlds-everything-we-know-about-fallouts-spiritual-successor/

The Outer Worlds: Everything We Know About Fallout’s Spiritual Successor



The Game Awards surprised many with the announcement of The Outer Worlds: A single-player, first person RPG from Obsidian Entertainment and the creative team behind the original Fallout and Knights of the Old Republic II titles. With a distinct “This is the next-gen Fallout that never was” feel, the upcoming title brings with it great hope and expectations for fans of the Fallout franchise and of Obsidian Entertainment games.

The Outer Worlds: Everything We Know

  • Developer: Obsidian Entertainment
  • Publisher: Private Division
  • Directors: Tim Cain and Leonard Boyarsky, original creators of Fallout.
  • Platforms: Xbox One, PlayStation 4, PC
  • Release Date: TBA 2019
  • Engine: Unreal Engine 4
  • Monetization: Buy to Play. No microtransactions whatsoever
  • DLC: In discussions, but currently focusing on the core game

The Outer Worlds Story & Setting
In a future where humanity has traveled far into space by using special cryogenic chambers, the game presents a semi-open-world exploration experience in a Sci-fi setting. Colonies far removed from earth have become the new frontier, and colonists travel to settle and find promise in these new lands. Mega-corporations have their own plans for these new developments, seeing market opportunities for their many ventures, and not always in the interest of humanity.

In The Outer Worlds, you awake from hibernation on a colonist ship that was lost in transit to Halcyon, the furthest colony from Earth located at the edge of the galaxy, only to find yourself in the midst of a deep conspiracy threatening to destroy it. 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.

The game presents opportunity for varied and interesting landscapes, cultures, races and story arcs that promise to branch out with player choices as is traditional for Obsidian’s RPG titles. In light of recent AAA titles such as Red Dead Redemption 2, it is important to note that while the game provides open-world exploration, it is not completely seamless or a completely open galaxy. So the game’s accessible world size will be more akin to Mass Effect than Fallout: New Vegas.

Players can expect to explore two Planets (that we know of), several space stations and asteroids within a distant Solar System. Areas open up as players complete quests and unlock them with in-game actions. These locales will have limited level scaling, so adventurers should be careful not to venture forth into certain locations until they are ready for the challenge.

tow-byzantium-cityscape-001-640x360.jpg

Space city of Byzantium, a commercialized frontier town of the solar system

The Outer Worlds: Gameplay
The game is a first-person RPG, and whilst there is a Character Creation option, players should not expect to see their character often. The player character is also silent, but NPC dialogue is fully acted in English. Players can expect to see UI and Subtitle support for 10 languages: French, Italian, German, Spanish (Spain), Japanese, Korean, Polish, Russian and Portuguese (Brazil)

As a player-driven story game, player choices are an integral part of story development and will impact not only immediate quest and mission outcomes but affect the player’s Reputation with several Factions and the game’s several Endings. Players might want to make good use of the save feature as the game will have “point of no return” flags.

dialogue-choices-the-outer-worlds-everything-we-know-640x332.jpg

Play as the hero, the villain or the village idiot: it’s your choice!

There are six Stats and they have an acronym much like “S.P.E.C.I.A.L” in Fallout, and players obtain a new Perk for every 20 points spent into a Stat. Players can put up to 100 points into a stat, and these attribute points are used to determine your Lockpicking and Hacking. There’s no attached mini-game for either one of these now.

The game will feature multiple difficulty Settings.

Builds in The Outer Worlds
Character Builds will be an integral part of the game, as players are encouraged to customize and optimize their layouts via a network of Stats, Skills, Perks and Abilities. A new concept called “Flaws” brings a spin on Fallout’s Traits or Mutations:

  • Players can opt to obtain a flaw that makes them vulnerable or weak to certain enemiesor ailments. Flaws are unlocked when players meet certain conditions such as having died to or encountered a specific enemy several times.
  • Accepting a Flaw can grant Perk points, and may give a special boon in another aspect unrelated to the specific flaw. Rejecting a flaw does not cause any further statuses.
  • Flaws are permanent and players can have a maximum of 5 flaws on the hardest game setting (3 on normal difficulty setting). Perks, on the other hand, can be re-specced at will.
Equipment is of course a part of Builds, with damage being calculated by both your character’s Stats and Perks and your chosen weapon. The game features four weapon categories:

  • Bullet Weapons: These weapons have light, medium and heavy ammo.
  • Energy Weapons: These weapons have special effects and are charged rather than reloaded.
  • Melee Weapons: Weapons with a short range but powerful effect and no need for any kind of ammo or charge.
  • Science Weapons: Not much is known about them yet, but there’s a “Shrink Ray”.
Weapon Mods: Much like the Fallout series, weapons will feature Mods. Modifications are special upgrades that give weapons unique characteristics, such as adding Fire or Shock damage. Players can therefore expect to spend some time gathering Materials and Crafting.

Combat Features
For combat, the game uses something similar to Fallout’s VATS – a feature called Tactical Time Dilation. This special ability slows time and displays Enemy information including their classification, armor level, hitpoints and their associated faction. Aiming during Tactical Time Dilation is 100% manual, and the restrictions on use can be eased by investing in Perks and Skills.

On first impression, and much like Fallout 1 and 2, character customization and party optimization will be the driving factor behind encounter outcome. Players can expect their planning will be more important than their reflexes, even without full-stop-time.

tow-roseway-combat-004-640x360.jpg

First Person Combat shot in the Roseway

Companions in The Outer Worlds
Companions are also a feature of the game, whereas players can recruit party members to crew their Starship – but can expect these companions to interject in their adventures with their own views, objectives and missions. There are apparently six companions, and we know of two companions already: Ellie and Felix.

  • Romance is not an option for companions, as developers felt it could limit player choice
  • Companions may be customized and players can pick Perks for them on level up screen
  • Players can bring two companions at a time, and inventory is shared among all while out in the field.
  • Companions have their own Perks and three Skills and special Abilities.
  • Companions level up at the same rate as the player character.
  • Companions have their own missions, quests and objectives and will ask for help to fulfill them.
  • Companions have an approval rating and will leave the field if they are against your actions. They will not abandon your party unless you make that choice.
  • All of the companions can be recruited, but some have allegiances to specific Factions and are thus less likely to join you in the field if you are doing something against their interests.
ada-spaceship-ai-the-outer-worlds-640x371.jpg

A special AI called ADA assists with your tasks and facilitates ship management and communications relay

Outer Worlds Starship & Crew
Players will have their own Spaceship, that comes fitted with an AI called ADA. ADA is programmed to change and adapt based on the character’s actions, opening up further promise for role-play and consequences to your choices.

The Ship will act as a main hub for your party, as your portable Camp. It is not yet known whether players can make improvements or changes to this base of operations.
"Fallout's Spiritual Successor"?

ncaZuZV.png

They are going to milk success of New Vegas and failure of Fallout 76 to the max.
 

Luckmann

Arcane
Zionist Agent
Joined
Jul 20, 2009
Messages
3,759
Location
Scandinavia
Also compilation of known info: https://fextralife.com/the-outer-worlds-everything-we-know-about-fallouts-spiritual-successor/

The Outer Worlds: Everything We Know About Fallout’s Spiritual Successor



The Game Awards surprised many with the announcement of The Outer Worlds: A single-player, first person RPG from Obsidian Entertainment and the creative team behind the original Fallout and Knights of the Old Republic II titles. With a distinct “This is the next-gen Fallout that never was” feel, the upcoming title brings with it great hope and expectations for fans of the Fallout franchise and of Obsidian Entertainment games.

The Outer Worlds: Everything We Know

  • Developer: Obsidian Entertainment
  • Publisher: Private Division
  • Directors: Tim Cain and Leonard Boyarsky, original creators of Fallout.
  • Platforms: Xbox One, PlayStation 4, PC
  • Release Date: TBA 2019
  • Engine: Unreal Engine 4
  • Monetization: Buy to Play. No microtransactions whatsoever
  • DLC: In discussions, but currently focusing on the core game

The Outer Worlds Story & Setting
In a future where humanity has traveled far into space by using special cryogenic chambers, the game presents a semi-open-world exploration experience in a Sci-fi setting. Colonies far removed from earth have become the new frontier, and colonists travel to settle and find promise in these new lands. Mega-corporations have their own plans for these new developments, seeing market opportunities for their many ventures, and not always in the interest of humanity.

In The Outer Worlds, you awake from hibernation on a colonist ship that was lost in transit to Halcyon, the furthest colony from Earth located at the edge of the galaxy, only to find yourself in the midst of a deep conspiracy threatening to destroy it. 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.

The game presents opportunity for varied and interesting landscapes, cultures, races and story arcs that promise to branch out with player choices as is traditional for Obsidian’s RPG titles. In light of recent AAA titles such as Red Dead Redemption 2, it is important to note that while the game provides open-world exploration, it is not completely seamless or a completely open galaxy. So the game’s accessible world size will be more akin to Mass Effect than Fallout: New Vegas.

Players can expect to explore two Planets (that we know of), several space stations and asteroids within a distant Solar System. Areas open up as players complete quests and unlock them with in-game actions. These locales will have limited level scaling, so adventurers should be careful not to venture forth into certain locations until they are ready for the challenge.

tow-byzantium-cityscape-001-640x360.jpg

Space city of Byzantium, a commercialized frontier town of the solar system

The Outer Worlds: Gameplay
The game is a first-person RPG, and whilst there is a Character Creation option, players should not expect to see their character often. The player character is also silent, but NPC dialogue is fully acted in English. Players can expect to see UI and Subtitle support for 10 languages: French, Italian, German, Spanish (Spain), Japanese, Korean, Polish, Russian and Portuguese (Brazil)

As a player-driven story game, player choices are an integral part of story development and will impact not only immediate quest and mission outcomes but affect the player’s Reputation with several Factions and the game’s several Endings. Players might want to make good use of the save feature as the game will have “point of no return” flags.

dialogue-choices-the-outer-worlds-everything-we-know-640x332.jpg

Play as the hero, the villain or the village idiot: it’s your choice!

There are six Stats and they have an acronym much like “S.P.E.C.I.A.L” in Fallout, and players obtain a new Perk for every 20 points spent into a Stat. Players can put up to 100 points into a stat, and these attribute points are used to determine your Lockpicking and Hacking. There’s no attached mini-game for either one of these now.

The game will feature multiple difficulty Settings.

Builds in The Outer Worlds
Character Builds will be an integral part of the game, as players are encouraged to customize and optimize their layouts via a network of Stats, Skills, Perks and Abilities. A new concept called “Flaws” brings a spin on Fallout’s Traits or Mutations:

  • Players can opt to obtain a flaw that makes them vulnerable or weak to certain enemiesor ailments. Flaws are unlocked when players meet certain conditions such as having died to or encountered a specific enemy several times.
  • Accepting a Flaw can grant Perk points, and may give a special boon in another aspect unrelated to the specific flaw. Rejecting a flaw does not cause any further statuses.
  • Flaws are permanent and players can have a maximum of 5 flaws on the hardest game setting (3 on normal difficulty setting). Perks, on the other hand, can be re-specced at will.
Equipment is of course a part of Builds, with damage being calculated by both your character’s Stats and Perks and your chosen weapon. The game features four weapon categories:

  • Bullet Weapons: These weapons have light, medium and heavy ammo.
  • Energy Weapons: These weapons have special effects and are charged rather than reloaded.
  • Melee Weapons: Weapons with a short range but powerful effect and no need for any kind of ammo or charge.
  • Science Weapons: Not much is known about them yet, but there’s a “Shrink Ray”.
Weapon Mods: Much like the Fallout series, weapons will feature Mods. Modifications are special upgrades that give weapons unique characteristics, such as adding Fire or Shock damage. Players can therefore expect to spend some time gathering Materials and Crafting.

Combat Features
For combat, the game uses something similar to Fallout’s VATS – a feature called Tactical Time Dilation. This special ability slows time and displays Enemy information including their classification, armor level, hitpoints and their associated faction. Aiming during Tactical Time Dilation is 100% manual, and the restrictions on use can be eased by investing in Perks and Skills.

On first impression, and much like Fallout 1 and 2, character customization and party optimization will be the driving factor behind encounter outcome. Players can expect their planning will be more important than their reflexes, even without full-stop-time.

tow-roseway-combat-004-640x360.jpg

First Person Combat shot in the Roseway

Companions in The Outer Worlds
Companions are also a feature of the game, whereas players can recruit party members to crew their Starship – but can expect these companions to interject in their adventures with their own views, objectives and missions. There are apparently six companions, and we know of two companions already: Ellie and Felix.

  • Romance is not an option for companions, as developers felt it could limit player choice
  • Companions may be customized and players can pick Perks for them on level up screen
  • Players can bring two companions at a time, and inventory is shared among all while out in the field.
  • Companions have their own Perks and three Skills and special Abilities.
  • Companions level up at the same rate as the player character.
  • Companions have their own missions, quests and objectives and will ask for help to fulfill them.
  • Companions have an approval rating and will leave the field if they are against your actions. They will not abandon your party unless you make that choice.
  • All of the companions can be recruited, but some have allegiances to specific Factions and are thus less likely to join you in the field if you are doing something against their interests.
ada-spaceship-ai-the-outer-worlds-640x371.jpg

A special AI called ADA assists with your tasks and facilitates ship management and communications relay

Outer Worlds Starship & Crew
Players will have their own Spaceship, that comes fitted with an AI called ADA. ADA is programmed to change and adapt based on the character’s actions, opening up further promise for role-play and consequences to your choices.

The Ship will act as a main hub for your party, as your portable Camp. It is not yet known whether players can make improvements or changes to this base of operations.
"Fallout's Spiritual Successor"?

ncaZuZV.png

They are going to milk success of New Vegas and failure of Fallout 76 to the max.
While this is 100% absolutely true, and there is nothing really wrong with them mentioning one or the other - after all, New Vegas was a pretty good game and they really did their best with what they had to work with - has they actually stated anything to that effect themselves?

Because I cannot for the life of me understand how anyone could ever come to the idea of this being Fallout's spiritual successor based on the available information and footage. It is one thing if some random retard doesn't know better, but if Obsidian themselves start drinking that Kool-Aid, that's beyond worrysome.
 

markec

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Joined
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Messages
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Location
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Codex 2012 Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Dead State Project: Eternity Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Also compilation of known info: https://fextralife.com/the-outer-worlds-everything-we-know-about-fallouts-spiritual-successor/

The Outer Worlds: Everything We Know About Fallout’s Spiritual Successor



The Game Awards surprised many with the announcement of The Outer Worlds: A single-player, first person RPG from Obsidian Entertainment and the creative team behind the original Fallout and Knights of the Old Republic II titles. With a distinct “This is the next-gen Fallout that never was” feel, the upcoming title brings with it great hope and expectations for fans of the Fallout franchise and of Obsidian Entertainment games.

The Outer Worlds: Everything We Know

  • Developer: Obsidian Entertainment
  • Publisher: Private Division
  • Directors: Tim Cain and Leonard Boyarsky, original creators of Fallout.
  • Platforms: Xbox One, PlayStation 4, PC
  • Release Date: TBA 2019
  • Engine: Unreal Engine 4
  • Monetization: Buy to Play. No microtransactions whatsoever
  • DLC: In discussions, but currently focusing on the core game

The Outer Worlds Story & Setting
In a future where humanity has traveled far into space by using special cryogenic chambers, the game presents a semi-open-world exploration experience in a Sci-fi setting. Colonies far removed from earth have become the new frontier, and colonists travel to settle and find promise in these new lands. Mega-corporations have their own plans for these new developments, seeing market opportunities for their many ventures, and not always in the interest of humanity.

In The Outer Worlds, you awake from hibernation on a colonist ship that was lost in transit to Halcyon, the furthest colony from Earth located at the edge of the galaxy, only to find yourself in the midst of a deep conspiracy threatening to destroy it. 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.

The game presents opportunity for varied and interesting landscapes, cultures, races and story arcs that promise to branch out with player choices as is traditional for Obsidian’s RPG titles. In light of recent AAA titles such as Red Dead Redemption 2, it is important to note that while the game provides open-world exploration, it is not completely seamless or a completely open galaxy. So the game’s accessible world size will be more akin to Mass Effect than Fallout: New Vegas.

Players can expect to explore two Planets (that we know of), several space stations and asteroids within a distant Solar System. Areas open up as players complete quests and unlock them with in-game actions. These locales will have limited level scaling, so adventurers should be careful not to venture forth into certain locations until they are ready for the challenge.

tow-byzantium-cityscape-001-640x360.jpg

Space city of Byzantium, a commercialized frontier town of the solar system

The Outer Worlds: Gameplay
The game is a first-person RPG, and whilst there is a Character Creation option, players should not expect to see their character often. The player character is also silent, but NPC dialogue is fully acted in English. Players can expect to see UI and Subtitle support for 10 languages: French, Italian, German, Spanish (Spain), Japanese, Korean, Polish, Russian and Portuguese (Brazil)

As a player-driven story game, player choices are an integral part of story development and will impact not only immediate quest and mission outcomes but affect the player’s Reputation with several Factions and the game’s several Endings. Players might want to make good use of the save feature as the game will have “point of no return” flags.

dialogue-choices-the-outer-worlds-everything-we-know-640x332.jpg

Play as the hero, the villain or the village idiot: it’s your choice!

There are six Stats and they have an acronym much like “S.P.E.C.I.A.L” in Fallout, and players obtain a new Perk for every 20 points spent into a Stat. Players can put up to 100 points into a stat, and these attribute points are used to determine your Lockpicking and Hacking. There’s no attached mini-game for either one of these now.

The game will feature multiple difficulty Settings.

Builds in The Outer Worlds
Character Builds will be an integral part of the game, as players are encouraged to customize and optimize their layouts via a network of Stats, Skills, Perks and Abilities. A new concept called “Flaws” brings a spin on Fallout’s Traits or Mutations:

  • Players can opt to obtain a flaw that makes them vulnerable or weak to certain enemiesor ailments. Flaws are unlocked when players meet certain conditions such as having died to or encountered a specific enemy several times.
  • Accepting a Flaw can grant Perk points, and may give a special boon in another aspect unrelated to the specific flaw. Rejecting a flaw does not cause any further statuses.
  • Flaws are permanent and players can have a maximum of 5 flaws on the hardest game setting (3 on normal difficulty setting). Perks, on the other hand, can be re-specced at will.
Equipment is of course a part of Builds, with damage being calculated by both your character’s Stats and Perks and your chosen weapon. The game features four weapon categories:

  • Bullet Weapons: These weapons have light, medium and heavy ammo.
  • Energy Weapons: These weapons have special effects and are charged rather than reloaded.
  • Melee Weapons: Weapons with a short range but powerful effect and no need for any kind of ammo or charge.
  • Science Weapons: Not much is known about them yet, but there’s a “Shrink Ray”.
Weapon Mods: Much like the Fallout series, weapons will feature Mods. Modifications are special upgrades that give weapons unique characteristics, such as adding Fire or Shock damage. Players can therefore expect to spend some time gathering Materials and Crafting.

Combat Features
For combat, the game uses something similar to Fallout’s VATS – a feature called Tactical Time Dilation. This special ability slows time and displays Enemy information including their classification, armor level, hitpoints and their associated faction. Aiming during Tactical Time Dilation is 100% manual, and the restrictions on use can be eased by investing in Perks and Skills.

On first impression, and much like Fallout 1 and 2, character customization and party optimization will be the driving factor behind encounter outcome. Players can expect their planning will be more important than their reflexes, even without full-stop-time.

tow-roseway-combat-004-640x360.jpg

First Person Combat shot in the Roseway

Companions in The Outer Worlds
Companions are also a feature of the game, whereas players can recruit party members to crew their Starship – but can expect these companions to interject in their adventures with their own views, objectives and missions. There are apparently six companions, and we know of two companions already: Ellie and Felix.

  • Romance is not an option for companions, as developers felt it could limit player choice
  • Companions may be customized and players can pick Perks for them on level up screen
  • Players can bring two companions at a time, and inventory is shared among all while out in the field.
  • Companions have their own Perks and three Skills and special Abilities.
  • Companions level up at the same rate as the player character.
  • Companions have their own missions, quests and objectives and will ask for help to fulfill them.
  • Companions have an approval rating and will leave the field if they are against your actions. They will not abandon your party unless you make that choice.
  • All of the companions can be recruited, but some have allegiances to specific Factions and are thus less likely to join you in the field if you are doing something against their interests.
ada-spaceship-ai-the-outer-worlds-640x371.jpg

A special AI called ADA assists with your tasks and facilitates ship management and communications relay

Outer Worlds Starship & Crew
Players will have their own Spaceship, that comes fitted with an AI called ADA. ADA is programmed to change and adapt based on the character’s actions, opening up further promise for role-play and consequences to your choices.

The Ship will act as a main hub for your party, as your portable Camp. It is not yet known whether players can make improvements or changes to this base of operations.
"Fallout's Spiritual Successor"?

ncaZuZV.png

They are going to milk success of New Vegas and failure of Fallout 76 to the max.
While this is 100% absolutely true, and there is nothing really wrong with them mentioning one or the other - after all, New Vegas was a pretty good game and they really did their best with what they had to work with - has they actually stated anything to that effect themselves?

Because I cannot for the life of me understand how anyone could ever come to the idea of this being Fallout's spiritual successor based on the available information and footage. It is one thing if some random retard doesn't know better, but if Obsidian themselves start drinking that Kool-Aid, that's beyond worrysome.

I just imagine that during game presentations Obsidian PR people constantly name drop New Vegas and Fallout in general in order to attract Beth fans. No different then talking about Cyberpunk or any other currently popular AAA games.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,751
I don't believe you. I know people in first year English Intro that are more qualified.
Of the known-Obsidian writing team she is. Patel was busy being co-lead on Deadfire, Dollarhyde was a new hire for Deadfire, Starks had experience on Tyranny.
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,572
Location
Brazil
No Immortal NPCs is already such massive plus for me, it must be my autism but Essential NPCs are the one thing that triggers me when I played recent Bethesda game, fuck you why can't I kill this Maven Black-Briar bitch in Riften or the entire Thieves Guild fffffffuuuuuuuuckkkk
 

bzt

Literate
Joined
Dec 7, 2018
Messages
6
Because I cannot for the life of me understand how anyone could ever come to the idea of this being Fallout's spiritual successor based on the available information and footage. It is one thing if some random retard doesn't know better, but if Obsidian themselves start drinking that Kool-Aid, that's beyond worrysome.

I wonder what are the odds of this backfiring on them. Some people on steam forums already started a petition for modding tools.
 
Last edited:

Dodo1610

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Joined
May 3, 2018
Messages
2,172
Location
Germany
No Immortal NPCs is already such massive plus for me, it must be my autism but Essential NPCs are the one thing that triggers me when I played recent Bethesda game, fuck you why can't I kill this Maven Black-Briar bitch in Riften or the entire Thieves Guild fffffffuuuuuuuuckkkk

Because there are thousands of idiots in the gaming industry that think games should be cinematic experiences. They believe making a game means writing a script and making the set pieces so the player gets the same experience every the developer wanted. Games like Skyrim are called open worlds but they are as linear as every COD game, the only difference is that you can choose with corridor you want to go through at any time.
 

Glenda Glenn

Learned
Joined
Dec 7, 2018
Messages
130
Games like Skyrim are called open worlds but they are as linear as every COD game, the only difference is that you can choose with corridor you want to go through at any time.
Skyrim isn't a linear game at all, it's a semi-sandbox game. Even in vanilla Skyrim, player has more freedom than any other mainstream RPG. You can totally skip the MQ and do your own thing. Even FO4 is much worse in that sense. Not to mention that you can mod it and turn it into something completely different. It has many other problems but being "linear" isn't one of them.
 

bzt

Literate
Joined
Dec 7, 2018
Messages
6
They say "buy to play" but these old bones have seen them rattle this garbage out too many times. Every game has aggressive monetization options unless they're made by Nintendo or something. Be prepared for Cain and Boyarsky to go "w-w-well we n-n-need Gun Boxes in the g-g-game or it flops!"

It's also being published by a TakeTwo subsidiary. Their micro-transaction scheme is arguably worse than EA.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Because I cannot for the life of me understand how anyone could ever come to the idea of this being Fallout's spiritual successor based on the available information and footage. It is one thing if some random retard doesn't know better, but if Obsidian themselves start drinking that Kool-Aid, that's beyond worrysome.

Similiar design principles due to Leonard and Tim is honestly the least I expect.
And so far, regardless of final quality, it seems to have them.
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,720
Location
Ingrija
Non Immortal NPCs is a gimmick until it actually has an impact. In DX you can kill Anna out of turn and it reflects in the story. That is the right way of implementing non Immortal people. Morrowind does it too often, and in fact changes main quest if you kill VIVEC.

Pah, it can be done for a VIVEC or two, but it sure as hell can't be done for every single quest-related character in a game. The unspoken agreement always was "sure, you can kill random non-hostile NPCs, but you are likely to fuck up the game that way, so you probably shouldn't - you've been warned". Unless it's a game which has no actual restrictive plot and you are only wandering around and doing all kinds of shit in order to get clues which are not mandatory to find place X, procure item Y from there then use it at place Z. Yay for completing Fallout using walkthroughs and forum help? :roll:
 

Luckmann

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Messages
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Non Immortal NPCs is a gimmick until it actually has an impact. In DX you can kill Anna out of turn and it reflects in the story. That is the right way of implementing non Immortal people. Morrowind does it too often, and in fact changes main quest if you kill VIVEC.

Pah, it can be done for a VIVEC or two, but it sure as hell can't be done for every single quest-related character in a game. The unspoken agreement always was "sure, you can kill random non-hostile NPCs, but you are likely to fuck up the game that way, so you probably shouldn't - you've been warned". Unless it's a game which has no actual restrictive plot and you are only wandering around and doing all kinds of shit in order to get clues which are not mandatory to find place X, procure item Y from there then use it at place Z. Yay for completing Fallout using walkthroughs and forum help? :roll:
I think it's perfectly reasonable to be able to fuck up your quest-lines and become helpless. Nobody said it was or should be smart to kill everyone, just that it should be possible.

You ending up having to deal with the mess you made when you decided to shit the bed and act like a retard is a very real consequence of a very meaningful choice. It is also a far more reasonable deterrent to special NPC's being killed than "lmao no you can't".
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,297
Rewatching the gameplay vid... talking heads feels a bit like LA Noire with constant expression change going on depending on what they say but its not as apparent/good :P as it should be. /ofc it can't as good as mocapped faces in LA Noire.
 

Oracsbox

Guest
With all this worrying over writing I just hope we get some decent options in dialogue.
Such as this :D.
tumblr_mnteo08uvR1rpc5kho1_500.gif

Obviously if this was a Bioware title they'd both be men or women.
 
Last edited by a moderator:

Oracsbox

Guest
So any mention of season passes,micro-transactions or paid mods masquerading as DLC ?
Or special editions with bags ?
 

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