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

Dishonoredbr

Erudite
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Jun 13, 2019
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"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Also Leonard seems really decided on the spot about ''We not gonna have the best gunplay , this RPG not shooter'' thing. And tbh i can't really think about a RPG with true choice and consequences that had really good gunplay.
 

AwesomeButton

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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
New Vegas needed exactly 4 mods to heavily improve the feel and handling of weapons, in my experience:

I can attest that the following mods can pretty much transform FNV into a pretty fun shooter. I'm talking normal people's pretty fun shooter, not Arma-level obsessive types':
Real Recoil
B42 Weapon Intertia - when you move your view around, your weapon slightly swerves by inertia, I think Arma has a similar effect.
Animated Ammo & Weapon Condition checking - download here.
More Realistic Aiming - Your gun moves slightly while you are aiming down sights. How much it will move is configurable through MCM.

I don't know how much effort it would be to code from scratch or port those mods for TOW, or that anyone would be bothered to do it. I've seen a youtube tutorial on how to add bullet penetration in the Unreal 4 engine, so that's also certainly doable.
 
The Real Fanboy
Joined
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Messages
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"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?

I do. Would have been nice to be able to knock people out, though I understand the reasoning.
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?

I do. Would have been nice to be able to knock people out, though I understand the reasoning.

Oh ok, cool!
 

LESS T_T

Arcane
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Codex 2014
Not only Best of E3, it's also nominated for Best Original Game, Best PC Game, and Best Roleplaying Game.

Outer Worlds is that glossed up girl gang leader of e3 with just like the fiercest hoop earrings, sis! No other game has as many nominations:

https://www.hollywoodreporter.com/h...-critics-awards-best-e3-2019-nominees-1220843

'The Outer Worlds' Leads Best of E3 Awards Nominees

It's way fierce to see Obsidian glow from the Pillars of Eternity series to these heights!!!

But the winners are led by Final Fantasy 7, which won Best of Show, Best Console Game, and Best RPG: http://www.gamecriticsawards.com/winners.html

TOW has won Best Original Game.
 
The Real Fanboy
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Messages
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Not only Best of E3, it's also nominated for Best Original Game, Best PC Game, and Best Roleplaying Game.

Outer Worlds is that glossed up girl gang leader of e3 with just like the fiercest hoop earrings, sis! No other game has as many nominations:

https://www.hollywoodreporter.com/h...-critics-awards-best-e3-2019-nominees-1220843

'The Outer Worlds' Leads Best of E3 Awards Nominees

It's way fierce to see Obsidian glow from the Pillars of Eternity series to these heights!!!

But the winners are led by Final Fantasy 7, which won Best of Show, Best Console Game, and Best RPG: http://www.gamecriticsawards.com/winners.html

TOW has won Best Original Game.

giphy.gif


Ugh, well final fantasy is cool too I guess...
 
The Real Fanboy
Joined
Oct 8, 2018
Messages
1,121
Sorry to double post but omg there was a secret Outer Worlds demo at E3 that the press played that they still can't talk about!!!

The Outer Worlds is amazing. Some members of the voting pool got to play a demo they could talk about. Most members of the voting pool got to play a demo that we are still not allowed to write/talk about. That fact is crazy, but the game's spot on this list is all I can say about that.

https://www.resetera.com/threads/ga...f-e3-2019-winners.125980/page-2#post-22278065
 

Swigen

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Joined
Dec 15, 2018
Messages
1,014
Dunno about you fellas but I just can not wait to use really super creative systems like V.A.T.S. Tactical Time Dilation and highly original weapons liek the shrink ray in a never before seen setting where corporations have infiltrated every aspect of daily life! Man, I bet there’ll be a lot of really interesting dialogue choices gated behind skill checks! WHOOOOOOO!! FPS RPGS!!!!!
 

glass blackbird

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PC RPG Website of the Year, 2015
Dunno about you fellas but I just can not wait to use really super creative systems like V.A.T.S. Tactical Time Dilation and highly original weapons liek the shrink ray in a never before seen setting where corporations have infiltrated every aspect of daily life! Man, I bet there’ll be a lot of really interesting dialogue choices gated behind skill checks! WHOOOOOOO!! FPS RPGS!!!!!

Damn, i would hate to think this game marketed as being by the people who made new vegas and being like new vegas might be like new vegas. itd really suck, if it were like one of the best modern crpgs. fucking disastrous, if so
 

Swigen

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Dunno about you fellas but I just can not wait to use really super creative systems like V.A.T.S. Tactical Time Dilation and highly original weapons liek the shrink ray in a never before seen setting where corporations have infiltrated every aspect of daily life! Man, I bet there’ll be a lot of really interesting dialogue choices gated behind skill checks! WHOOOOOOO!! FPS RPGS!!!!!

Damn, i would hate to think this game marketed as being by the people who made new vegas and being like new vegas might be like new vegas. itd really suck, if it were like one of the best modern crpgs. fucking disastrous, if so

Agreed, it’d be a shame if Boyarsky and Cain, finally free from the confines of Bethesda’s vision of Fallout made something liek “Elder Scrolls in space w/ V.A.T.S.”.
 

Quillon

Arcane
Joined
Dec 15, 2016
Messages
5,296
Cancer inducing video, skip to interview's start at 4:20 for limited exposure.




https://wccftech.com/the-outer-worlds-interview-details-permadeath-mode/

The Outer Worlds Interview – Details on Supernova Permadeath Mode, Rogue Companions and More

A lot of people have been comparing The Outer Worlds to Fallout New Vegas. How do you feel about that?

I think the team is pretty happy with that comparison. It’s hard to get away from it because this IP is a brand new IP and it is created by the same people who created Fallout. And then also the studio is known for making Fallout New Vegas and a lot of the team who made Fallout New Vegas have been working on The Outer Worlds. And then on top of that, you have developers like me, who are just fans of that game. So yeah, I think we’re trying to do a classic Obsidian style RPG, single player, with a really rich story and choice driven. And then we bring that dark, quirky sense of humor to it.

How many corporations are there in total in The Outer Worlds?

I believe there are 10 corporations on the Board, but there are many more factions you can encounter in the game.

A big, overarching theme in The Outer Worlds is that corporations control people in a bad way. But I was wondering, is there any corporation that’s perhaps a bit less evil than the others?

I think you will encounter different types of corporations in the game. So you’ll see different shades of grey and can kind of decide which ones you want to side with or not.

Okay. So you can even work with some of the corporations in the game?

Yes, you can. We do have different choices that we want to provide in the game, from the highest level down to the smallest. The Board built the system, they went ahead to colonize space. Then they made the Halcyon colony, and, you know, proceeded with terraforming the planets and set up shop. You were actually on one of the original colony ships, but it disappeared mysteriously seventy years ago. This scientist finds you and wakes you up, so you’re no longer frozen. He wants you to help him save the system from a problem that I don’t want to spoil before you play the game, but you can side with him or side with the board and further their agenda instead. Or you can choose neither of them and kind of go your own path. Beyond that, every time you go to a different region in the game, we have storylines with competing factors there. You can learn the storylines of different towns and different planets. And what or who you want to support or side with there. And then on the smallest level, as you saw in the demo, every time you’re doing a quest or talking to different NPCs we want to provide you with choices. How do you want to play through it? Do you want to do stealth? Do you want to do combat, do you want to do dialogue? Are you interested in hacking? Do you want to be a scientist and use science weapons? So we’re always trying to allow you the most choices possible to play the game the way you want and role play it as the type of character you want to be. And then tracking all of that and reacting to it and having the world change based on your choices as you go through the game.

As a writer, is it tough to keep up with all this reactivity, multiple dialogue options, and different potential outcomes?

I think it can be a lot to juggle. But luckily, a lot of us have experience with it. This is the third one that I’ve done for Obsidian. With each game you kind of get better at, you know, being like, oh, I need to check for this, I need to consider that. And we do have massive conversations, what the player actually sees in the game is a very small amount of the conversations that we build usually, because what you’re experiencing is all based off of the route you want to go through the conversation. And then also, based off of previous choices you’ve made, how those characters are reacting to you. So if you had made different choices, you’d be seeing different stuff in the conversation.

Are there different endings in The Outer Worlds? If so, can you reveal the number of those that significantly differ from one another?

I don’t think we’re going to say a number, but indeed, there are different endings based on your choices.

There’s one other thing I’ve been wondering. I know the player can wreak havoc on the planets, right? If you want to be a psychopath, you can. But what if you went on a killing spree, murdering a lot of people on one planet, then you left the planet and subsequently went back to it at a later time? Will the survivors attack you on sight or remember what you did before anyway?

Um, I think it depends on… I would have to double check if we updated it because we’re still in the polish stage. We’re still potentially changing things. But if you kill someone in town the guards will attack you and the town will go hostile towards you. I would have to double check if we reset it after a certain amount of time.

Okay. How’s the character creation tool going to be?

We’re not going into detail about character creation right now. But I mean, it’s pretty…if you liked previous Obsidian games for it, I don’t think you’ll be disappointed anyway. By the way, since you’ve asked some systems questions, we do have a Supernova mode. The game has different difficulties, basically what you would expect, like Normal, Hard, et cetera. We also have the Story mode, which is for people who really don’t want to deal with combat and just want to experience the story. And then we also have Supernova, which is our hardest difficulty mode. You do have permadeath there with your companions. And there are some restrictions, I think you have to go back to your ship to use consumables. And then also, if you’re offered a flaw, you have to take it. Everything in the game is checking what’s going on, and reacting to it.

In one of my playthroughs, I wanted to check out the dumb dialogue. But when I was in character creation I forgot to lower my intelligence stat and then I was like, oh, I forgot to make myself dumb. But I took so much damage to my head that they offered me a permanent concussion flaw, which made me a dumb character. So I took the flaw, and immediately got a perk point, which was really nice. But in our normal modes, you don’t have to accept flaws. They’re totally optional. But in Supernova mode, I think you have to take any that comes up, and you can get more of them. They can stack in really interesting ways. So for example, if you have a fear of like heights and the dark and robots and then you’re fighting robots on a cliffside at night, it can get pretty challenging for you.

Awesome. I’ve read the companions can leave your side if they dislike your choices. Can they also attack you, though?

I believe so. I believe I’ve seen it. I mean, some of the stuff is like, we keep updating things based off of player feedback. And right now, we’re in our polish phase, but yeah, I’m pretty sure. If you fail, if the companion gets angry at you and you fail the check, yeah.

The Outer Worlds won’t have romances, right?

We said that we were looking at romances potentially for maybe a sequel because it takes a lot of resources and time to do really well. And we wanted to build a really solid foundation for the game and this one, yeah. But we do know that it’s something that people are interested in and we definitely want to explore in the future.

Great. Thank you for your time!
 
Last edited by a moderator:
Joined
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50,754
Codex Year of the Donut
Dunno about you fellas but I just can not wait to use really super creative systems like V.A.T.S. Tactical Time Dilation and highly original weapons liek the shrink ray in a never before seen setting where corporations have infiltrated every aspect of daily life! Man, I bet there’ll be a lot of really interesting dialogue choices gated behind skill checks! WHOOOOOOO!! FPS RPGS!!!!!

Damn, i would hate to think this game marketed as being by the people who made new vegas and being like new vegas might be like new vegas. itd really suck, if it were like one of the best modern crpgs. fucking disastrous, if so

I'm not a fan of FPS games so I enjoy VATS and wish more FPS-RPGs had it.
 

Roguey

Codex Staff
Staff Member
Sawyerite
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Messages
36,705
We said that we were looking at romances potentially for maybe a sequel because it takes a lot of resources and time to do really well.

The new Obsidian method: saving romances for the sequel.
 

jf8350143

Liturgist
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Apr 14, 2018
Messages
1,358
"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?

I do. Would have been nice to be able to knock people out, though I understand the reasoning.

I feel like if you are forced into combat and needs a mechanic to knock people out(one or two times is fine) a lot, then it's not really a pacifist playthrough.
 

Infinitron

I post news
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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://wccftech.com/the-outer-worlds-interview-details-permadeath-mode/

Okay. How’s the character creation tool going to be?

We’re not going into detail about character creation right now. But I mean, it’s pretty…if you liked previous Obsidian games for it, I don’t think you’ll be disappointed anyway.

Still haunted by the Codex's reactions to the shapes :shittydog:

Thanks for making me aware of that Mixer YouTube channel btw. The Mixer website freezes my browser when I try to view an archived stream for some reason.
 

Infinitron

I post news
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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
Still haunted by the Codex's reactions to the shapes :shittydog:

Oh yeah, what was that about again?
I remember having to facepalm when I read it.
Something about replacing stats with shapes right?

Not quite. It was about replacing the traditional stat selection interface with an interface that lets you select your stat configuration by clicking within a geometric shape. Like a triangle where you if you click on one edge you get high strength, low intelligence and low dexterity, the other edge gives you low strength, high intelligence and low dexterity, and so on for all the points in between.
 

The Dutch Ghost

Arbiter
Joined
May 26, 2016
Messages
685
Ahhhh... I was already thinking to what kind of weird situations that otherwise could have led. * playing the Outer Worlds * "So now a cube is subtracted from the sphere my character started out with and it has become a triangle. What the hell does that mean?"

But I am somewhat familiar with that system like you just described Infinitron.
Not ideal but I get it.
 

fantadomat

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"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?

I do. Would have been nice to be able to knock people out, though I understand the reasoning.

I feel like if you are forced into combat and needs a mechanic to knock people out(one or two times is fine) a lot, then it's not really a pacifist playthrough.
Well pacifistic run is not really in tone with vampire games. Still if it adds one,good, more options for players.
 

DeepOcean

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Nov 8, 2012
Messages
7,404
"We had weapons that would knock people out, but that was causing us a lot of problems with how quests were progressing, and how they handled the knocked out state," Boyarsky explained. "We're trying to keep a really tight eye on scope and going 'ok, here's something that's gonna introduce something that we're gonna be knocking down these bugs from now until we ship', so as much as it pains us to maybe not have a pacifist path through, that was one of our main things we were relying on for it, so we took that out."

Ouch. No pacifist run confirmed , pretty sad but understable approch and seems like still possible to make a mostly pacifist run , that's good enough guess..

Do people even like playing total pacifists in rpgs?
I don't like playing pacifist and prefer to murder everyone BUT I like to have that option, it makes you feel the game is bigger than it is and the designers wanted to design a world and not just a bunch of video game levels. It isn't a deal breaker not allowing it but a viable pacifist run is a signal of a :incline: developer and not of a lowest common denominator developer.

Once you have a choice to kill or not to kill NPCs, it makes the morality and consequences of the act of murdering far more interesting what is pretty important on a RPG.
 

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