FreeKaner
Prophet of the Dumpsterfire
Can't wait this to sell less than Tyranny (200k) on Epic Store™ and fizzle out like the inglorious dumpsterfire it is.
People who think that first-person shooters of all (or most, to be more exact) kinds should resemble realistic simulators like ARMA, or even worse, the unholy abominations like CODs which combine the worst elements of realistic and arcadey genres should be thrown into the gulags.
System Shock was good game!Also, people who want RPG’s to play like first person shooters (regardless of the perspective) in the first place, only contribute to the decline.
Why The Outer Worlds Won't Repeat the Mistakes of Past Over-Ambitious RPGs
Obsidian wanted to avoid bloat and bugs with The Outer Worlds.
Open-world RPGs these days are often an exercise in excess. Many modern RPGs boast an abundance of features, and it can sometimes lead to bloat, or worse, overextension on the part of developers. Managing that excess to deliver a feature complete experience is a main driver for Obsidian Entertainment, the developers on The Outer Worlds. So much so that Obsidian's latest RPG has been fully playable even at the early stages of development.
In an interview with The Outer Worlds directors Tim Cain and Leonard Boyarsky at PAX East, Cain told USG, "I don't think we've ever had a game that was fully playable from start to finish so early in development." This made it easy to introduce new members of the development team to what was expected out of The Outer Worlds, because they could just play the outline of the whole game.
"[The Outer Worlds] has been going on for so long, has been playable for so long, when anyone new comes on the team, we have them play the game now. The game can stand on its own as an example of itself," said Cain. "So that's why it's been over a year, maybe a year and a half, since we've ever had to recommend something for someone to do to get an idea of what the game's like." The current build, essentially, speaks for itself.
Cain and Boyarsky know a thing or two about how overextending on the scope of a video game project can sometimes lead to less than ideal results. Both developers formed Troika Games where they developed the first Vampire: The Masquerade - Bloodlines. While Vampire became a cult classic, it was shipped in a buggy and unfinished state due to its ambitious scale and rushed release.
When we asked Cain about the experience, he said it really changed his outlook as a game developer. "I really pay more attention to scope control. [Vampire: The Masquerade] was much bigger than the team we had making it." Cain said if you don't catch stuff like bugs early the team will "let some things go for so long that eventually the game ships those bugs, and nobody wants that."
Boyarsky added, "It's just the working with what you have and really keeping the end in sight at all times. There was a lot of stuff that was out of our control but, like Tim's saying, there were things that we probably could have done, that we did have control over, that we didn't."
Cain recalled going to the The Outer Worlds' lead designer Charles Staples early in development and telling him, "Charlie, you have to be my editor. You're allowed to say no to me, and you have to do it a lot because I'm a bad person sometimes, and I want more things than I know I should put in." Because according to Cain, "I'll put everything in a game and the kitchen sink, so I think we've done a lot better at scope control on this game."
While everything we've seen so far about The Outer Worlds makes us believe it's a world we want to spend a lot of time in, Cain and Boyarsky are eager to create an experience that's first and foremost something we can finish. Hopefully in a bug-free state with features the devs truly care about.
We'll see how successful that is when The Outer Worlds comes out sometime in 2019 for PS4, Xbox One, and PC via the Epic Games Store. Stay tuned for our full interview with Cain and Boyarsky from PAX East, and check out our Outer Worlds guide for more coverage.
Fuck the FPS mechanics, they will be solid enough and don't have to be Gears of Outer Wars to be good enough. Stop worrying about cosmetics and focus on the meat of the game. Choice & Consequence, companions, all those juicy character stats, branching dialogues, kill every NPC and game still continues and on and on. The gunplay will be fine, what are you expecting an AA CRPG to have honestly?
The Newest Outer Worlds Weapon Started as a Bug, and Other Notes From Today's Panel
Meet the Mandibular Rearranger, a weapon that functions as a facial slider gone mad.
Many of the most popular mechanics ever got their start as a bug that subsequently became a feature. In Outer Worlds, one such bug resulted in the "Mandibular Rearranger," a Science Weapon capable of doing some truly messed up things to enemy faces.
In the Outer Worlds gameplay showcased at today's PAX East panel (fast forward to around the four hour mark), we got to see the Mandibular Rearranger shrink and expand their facial featureks, like a facial slider run amok. It brought to mind the scene from Harry Potter in which a Death Eater gets their head stuck in a time jar, and winds up with a baby's head attached to an adult body (an image that makes me shudder to this day). According to the Outer Worlds devs, it started out as a bug, but proved so popular that it was incorporated into the game.
The Mandibular Rearranger started out as a bug. | Kat Bailey/USG, Obsidian
"There was a bug where the NPC faces were getting pushed to the extremes in some of the builds, and it was making us laugh. And we thought we should use this because it was making us laugh, and humor is a big part of this game," said lead designer Charles Staples.
The scene with the Mandibular Rearranger took place on Byzantium, one of the main planets in The Outer Worlds, the other being a monster planet called Monarch. Byzantium is a corporately owned world filled with propaganda posters and sales pitches, the product of an alternate future in which William McKinley survives an assassin's bullet (at least, that's the theory put forward by co-directors Tim Cain and Leonard Boyarsky).
While there was a brief scene in which the main character messes with a propaganda film actor, most of the quest was centered around combat. We got to see the Tactical Time Dilation, in which players get a brief window for easy headshots, as well as the aforementioned Mandibular Rearranger. At one point Felix, one of the game's main companions, wound up in a Man on the Moon hat, making them look like a character from Payday as they fired.
After the 30 minute gameplay clip, the team including took some time to answer questions. A few things that we learned:
Outer Worlds was first announced during the Game Awards last December. Developed in part by the original creators of Fallout, it's a first-person sci-fi RPG that takes heavy inspiration from Futurama and Firefly. While it won't be a true open-world RPG, it has earned numerous comparisons to Fallout: New Vegas, not the least because it's being developed by Obsidian.
- The team expounded a bit on Flaws, which will be unlocked depending on your actions. For instance, taking too much damage from Canids may result in Canidphoba, which increases the damage you take from Candis (but with the benefit being that you get a perk to offset it). Apparently The Outer Worlds will also let you get addicted to substances if you use them too much. "I like a flawed hero," Boyarsky said.
- You'll be able to run through areas with enemies that are way too strong for you, though you'll be warned ahead of time.
- Senior Narrative Designer Megan Starks was apparently told to watch Brazil, Terry Gilliam's famously wild sci-fi dystopia, before starting. "I was like, 'Oh my god what am I getting myself into,'" she said.
- The team elaborated a bit on mod support, explaining that because it's their first time with the engine, it's not their main focus with the initial release.
- The Outer Worlds team has faced challenges in being able to make all of the content that they want. Boyarsky told the audience, "Shaders and such don't add much to the graphics, but they do make it take longer to make content."
- The Outer Worlds community is currently up in arms about it being a launch exclusive for Epic Game Store, but the team declined to address the furor doing the panel or in the subsequent Q&A.
The Outer Worlds is currently slated for PC, Xbox One, and PS4. It'll be out later this year.
The gameplay/combat is the meat of the game though, unless you want this to play like a Quantic Dream game
it's the opposite for me. at least what i feel. the gunplay will be utter shite. maybe just above new vegas. but the RPG aspect at least will be emjoyable. the movie audience quest seem fun and like infinitron said, very reno-y. assuming it is a minor quest, the lack of options or branching dialogue are understandable, and in fact it still still look above most RPG quest in term of context and choices.The gameplay/combat is the meat of the game though, unless you want this to play like a Quantic Dream game
And as I said, the gunplay will be sufficient enough to be fun and carry the game forward. It's not like it's going to be some terrible thing, and probably won't be *insert epic!!11 shooter here* either. But it will be enough. The meat of the game to me is the total RPG experience outside of combat. Combat is included in that but just a minor part of my overall enjoyment.
At this point it's pretty clear that Obsidian had nothing (or next to nothing) to do with the Epic exclusivity. It's all on Private Division (Take Two), who are taking most of their games there.Also I have been laughing at the total 180 people have done outside of Codex. Gone from praising Obsidian to shitting on them. Looks like Feargus isn’t going to be able to escape with his fat ass intact this time. Hope that moron gets the boot soon, him and Parker.
Just posting to show off my cute Ellie avatar