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

The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
This game sounds (and lewks) more and more amazing with each article and interview! It might even dethrone Horizon Zero Dawn (and Deadfire too of course) as my number one roleplaying game of all time!

I so hope you can be an arrogant cannibal sci-fi marauder queen that rips open Byzantium and takes down the corporations like a space age Katniss Everdeen!
 

toro

Arcane
Vatnik
Joined
Apr 14, 2009
Messages
14,106
2tQQurp.jpg
 

Space Nugget

Guest
This game sounds (and lewks) more and more amazing with each article and interview! It might even dethrone Horizon Zero Dawn (and Deadfire too of course) as my number one roleplaying game of all time!

I so hope you can be an arrogant cannibal sci-fi marauder queen that rips open Byzantium and takes down the corporations like a space age Katniss Everdeen!

:what:
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,503
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
Arcanum-esque newspapers confirmed: https://www.gameinformer.com/2019/02/20/the-story-behind-the-outer-worlds-amazing-art

The Story Behind The Outer Worlds’ Amazing Art

artfeaturetop.jpg


The Outer Worlds has a unique visual style that merges classic sci-fi inspirations with the team’s own vision. As players pursue their space adventures, they are treated to a variety of people, places, and creatures that evoke pulpy serials, comic books, Westerns, and more. This look and feel is an integral part of the experience, and we talked to The Outer Worlds' art lead Daniel Alpert and co-director Leonard Boyarsky about the art team’s goals and process when creating the game’s stylish appearance.


Art created for the cover of Game Informer issue 311

Alpert: We really wanted to capture what it was like to be on a frontier planet. That’s what it is: Going out to the outer reaches of space, colonizing new lands, and when you get there, it’s all wilderness. Just like it would be back in the Wild West times. But we also wanted to not just invoke that frontier landscape, but also make sure we get some of that science-fiction vibe. That’s why we wanted to hit it with the cryosuit, which is a huge juxtaposition. You take out the cryosuit, you take out the fancy city, it just looks likes a frontier landscape. You add those elements in, it becomes otherworldly.

loading1.jpg
loading3.jpg
loading2.jpg

Loading screens that reflect different player actions

Alpert: These are some of my favorite pieces in the game. As you play through, you affect story events. You get these loading screens that are like newspaper-printed images of things the player has done. In a single playthrough, you can’t get all the newspaper images.

Boyarsky: We knew we wanted to do something where you were seeing images or propaganda based on what you had done, but it came together when we decided that it was told from the Board’s [the corporate ruling body in The Outer Worlds] point of view. These are from Board-operated newspapers and periodicals. If you’re doing stuff the Board approves of, you’re a hero. If you’re doing anti-Board stuff, it’s an “evil, mysterious stranger plotting against us” kind of thing.

uniformspacer.jpg
uniformiconoclasts.jpg
uniformauntie.jpg

Uniforms for different factions and companies

Alpert: This [first image] is one of our outfits. It’s a tactical officer for the corporate military. It has a lot of heavy, industrial feeling. It’s got the pipes, the controllers. But when you step back, you can see a lot of influences that we pull from that robber-baron time. When you examine a lot of our armors, you’ll see those motifs go on and on.

Boyarsky: Without being too over-the-top obvious or too anachronistic, we really wanted these to feel like they were soldered out of big industrial metal pieces. We wanted the game to have a distinct look and be recognizable stylistically.

Alpert: Every corporation will have a very recognizable color scheme, and you can pick them out in a crowd. You see those same colors throughout the game. Like, you go into a Spacer’s Choice town, and you know it’s a Spacer’s Choice town. You go into an Auntie Cleo town, and you know it’s an Auntie Cleo town.

poster02.jpg
poster01.jpg

Movie posters for films made in Byzantium

Alpert: We have these two planets – one is Terra, one is Monarch – and the people of Terra don’t like the people of Monarch. They’re making propaganda films to sell to the people why it’s bad there. We even have, in Byzantium, a film studio where they’re filming some of this stuff, alluding to the fact that they’re constantly churning out propaganda.

[Titus Andronicus] has some of the goriest Shakespearean stuff ever. There’s a lot of vile stuff in there; if people actually know the story and want to take a deeper dive into this image, they can figure out some of the things we put in there.


This piece captures the fusion of sci-fi and Wild-West aesthetics

Boyarsky: Dieselpunk is very 1930s, and I was like “That’s unfortunate, because that almost feels like what we want.” I just threw out “Dieselpunk Deadwood,” and then we were like, “That’s what we have to somehow encapsulate.” … This is where we, as far as the environment goes, really hit where we wanted to go with the project.

Alpert: I think it was this piece that, once the team starting seeing it, it clicked for a lot of people.

For more on The Outer Worlds, click on the banner below for more exclusive features during our month of coverage.

 

LizardWizard

Cipher
Joined
Feb 14, 2014
Messages
998
As you play through you affect story events. You get these loading screens that are like newspaper-printed images of things the player has done. In a single playthrough, you can’t get all the newspaper images.

:cainapproves:
 

conan_edw

Arbiter
Patron
Joined
Dec 3, 2017
Messages
847
Grab the Codex by the pussy Pathfinder: Wrath
So we only see them on loading screens?
Those art pieces are really amazing. It's a shame that they aren't well translated to 3D graphics in the game
 
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Terenty

Liturgist
Joined
Nov 29, 2018
Messages
1,384
Yeah, they have cool posters and concept art, but so far it doesnt seem to have been translated into smth cool in the game proper
 

Chippy

Arcane
Patron
Joined
May 5, 2018
Messages
6,066
Steve gets a Kidney but I don't even get a tag.
Despite what all of the negative pricks on this thread have to say; I think this game will be "an awesome game I want to play" because it has the humor of Cainarsky in it. A humor is an incredibly rare thing these days - especially positive, actually funny humor.

The flip side of that is the possible bleakness and moral relativity of the feminista and liberal Californian writing team. But I'm just gonna pretend they don't exist. I owe that to Cainarsky. At least for old time's sake.
 

Thonius

Arcane
Joined
Sep 18, 2014
Messages
6,495
Location
Pro-Tip Corporation.
That second poster with dark figure over field is a copy cat of war propaganda against krauts.Nice
Also for the love of god don't pre-order anything unless you're some kind of hardcore fan.
Wait, observe, strike when it's on sale!
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
Yeah, I didn't get those vibes from the footage I have seen.

The 3D world has intense colors, and the companions look like punks instead of dieselpunk. I am not sure what they are saying in this interview, I can't reconcile it with the footage at all.
 

Yosharian

Arcane
Joined
May 28, 2018
Messages
9,532
Location
Grand Chien
Yeah, I didn't get those vibes from the footage I have seen.

The 3D world has intense colors, and the companions look like punks instead of dieselpunk. I am not sure what they are saying in this interview, I can't reconcile it with the footage at all.
I'm sorry, the companions look like punks?
 

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