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The Outer Worlds: Spacer's Choice Edition - Obsidian's first-person sci-fi RPG set in a corporate space colony

Deleted Member 16721

Guest
You must be joking! Facial animations are nothing compared to Bloodlines which is 15 years old now. The same goes for memorable characters and interesting dialogue, just post someone here who's name you still remember who isn't a companion! Granted some of the companions are great and most of them have actually better looking faces than most of the other NPCs. I have the theory that they hand-crafted some of the more important faces and created the others with an automatic tool like you use on your own character. I can't explain otherwise why especially older people, like the deserter boss in Edge Water, just look like young people with wrinkled textures.

I remember all their names, they are memorable. Reed Tobson, Abernathy the old sick guy, Phyllis the plant foreman, Ernie the kinda goofy inspector, Silas the gravedigger, er, Junior Inhumer, Julius the shopkeep who is pretty brainwashed (like most of the characters you meet), Vicar Max who is pretty edgy and doesn't care much for the people of his backwater hovel, Parvati the cute engineer tag along chick, the Constable who is after fingers of dead bandits, Conrad the interment specialist/barber. All those characters are memorable in their own small ways. And the facial animation and lipsyncing is subtle but looks very good. You get little smirks when people are joking, they look away, they get surprised and have angry scowls when angry, etc.. It's not that far off from Bloodlines, which had a lot less characters overall. And in the gameplay you get the feel that TOW is an immersive sim, similar to Bloodlines. I just replayed Bloodlines for the 3rd time not too long ago and I know a comparison when I see it. They are somewhat vaguely similar.
 

Deleted Member 16721

Guest
I don't care what anyone says, the game is phenomenal, I agree with the majority of reviewers who think the same. If you don't like this game you don't like RPG video games, period, end of discussion. It's a love letter to RPGs and a labor of passion and love by the devs.
 

Haplo

Prophet
Patron
Joined
Sep 14, 2016
Messages
6,605
Pillars of Eternity 2: Deadfire
Phenomenal is a strong word. I haven't gotten very far yet, but generally like what I'm seeing. But the devs really seem to have botched the itemization, rarity, equipment progress and mods.
Also the perks seem rather bland and uninspired.
 

Deleted Member 16721

Guest
God damnit Fluent. There's low standards and then there's completely gormless. And this is completely gormless.

I liked you better when you weren't trying to harvest brofists from the edgy members of the Codex. What happened to the Junta that was positive about gaming? Bring him back, he was better than your new incarnation. :)
 

Deleted Member 16721

Guest
Phenomenal is a strong word. I haven't gotten very far yet, but generally like what I'm seeing. But the devs really seem to have botched the itemization, rarity and equipment progress.

I disagree with this. Good items are expensive and bits can be hard to come by. They give you one example of each weapon for free if you search around in order to get used to each weapon type. Which weapons you mod, tinker and invest in will be better but you have to make hard choices as to which ones those will be. Loot is plentiful but it's mostly food, which doesn't sell for much bits and is useful mostly on Supernova. The itemization is actually very slick. You can break down items for weapon and armor parts or sell them for a few bits. But the really good items are locked behind high costs and other factors. I'm not seeing the decline that people are reporting with itemization, it's better than pretty much any other RPG of its type imo.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Cohh liked Outer Worlds so much that instead of continuing his second playthrough he just replaying Arcanum.

I don't usually much care about difficulty in popamole RPG shooters, but TOW is a rare case where easy combat ends up tanking the entire game. It's still fine on Edgewater but becomes a breeze roughly after you reach Groundbreaker. It doesn't even give you any reason to experiment with the ruleset or the weapons, so the only reason to replay it would be reactivity and that's just not enough.
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,622
Location
Brazil
put sawyer on gun design and balance team next time

P8ZIoQ9.png
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,972
I remember all their names, they are memorable. Reed Tobson, Abernathy the old sick guy, Phyllis the plant foreman, Ernie the kinda goofy inspector, Silas the gravedigger, er, Junior Inhumer, Julius the shopkeep who is pretty brainwashed (like most of the characters you meet), Vicar Max who is pretty edgy and doesn't care much for the people of his backwater hovel, Parvati the cute engineer tag along chick, the Constable who is after fingers of dead bandits, Conrad the interment specialist/barber.

Very well or googled well ;), but what about their personality beyond their quests? And speaking of quests, remember Arthur Kilpatrick in Bloodlines? He gave you quests to find bailjumpers and you ended up with a maniac and a serial killer! How does this compare to killing three random marauders and getting their fingers back to the constable? I agree with Vicar Max though, he is great. Just have him and SAM on a mission together :)!

You get little smirks when people are joking, they look away, they get surprised and have angry scowls when angry, etc.. It's not that far off from Bloodlines, which had a lot less characters overall.

Still sad that no game has met that 15 year old game's facial animations yet. Also what annoys me a lot is that companions suddenly have their helmet off when you talk to them, but not if they talk to each other! It would have made much more sense to always have them with their helmets off, and only make them wear them once the combat starts...
 

Starwars

Arcane
Joined
Jan 31, 2007
Messages
2,842
Location
Sweden
I just finished the Outer Worlds. I went in... not completely blind but I stayed away from all the streams and the pre-release blabbering here on the forums and elsewhere.

Overall I found it to be pretty mediocre overall. It has some nice points here and there for sure, but a lot of the good ideas don't feel fully developed and there's also a lot of crap getting in the way of those good ideas.

Good:

-There seems to be nice options in some of the quests. The game is at its best when you get into those things really. Sadly it doesn't happen too often.

-The visuals. So this was an area I was definitely skeptical of before the game but I actually think the game has a pretty cool look to it. It does go up and down a bit but overall I found it pretty nice to look at, with interesting landmarks here and there. It came together way better than I thought it would.

Mediocre:

-The setting has some interesting ideas to but sadly it just ends up feeling undercooked. They never do anything really interesting with it.

-The humor. It's just... not that funny. I mean, the funniest bits are little situations that were "crafted" for lack of a better word. Smashing Hawthorne with the escape pod, the cleaning mech trying to clean away Nyoka while she's drunk upside down against the wall. Stuff like that is worth a chuckle. But that's really rare. Most of the time the humor is delivered through dialogue and it just... doesn't... work. It's just not funny. It's *silly* a lot of the time, but it's rare that there's any real comedy going on.
The ads and all of that are also cute in the same way Fallout's world can be funny but that's more world building than anything that is truly funny and will make you laugh.

-Character system. So, this almost ends up during the bad section but at least I do have to appreciate that there are skillchecks here and there, there are dialogue skills to use, and they're not *rare*. I was pretty happy with options I was given during quests generally speaking and how I could use my skills for them. However, the perks are just... so fucking boring that it's unbelievable. And thus, the whole flaws system is just a complete dud. Because really, who wants the world's most boring perk in exchange for a flaw?

Bad:

-Combat. So... the actual shooty-shooty mechanics? They work, it feels and controls pretty good. I even like the VATs thing, and how you can target stuff. But holy shit, the encounters in this fucking game. So one thing you liked about Deadfire was that it reduced the number of trash encounters? Well, The Outer Worlds would like to say FUCK YOU to that. So there's tons of shitty, boring encounters with shitty, boring critters. Raptidons, mantisaurs... yes, sounds exciting right? And guess what, they respawn too!
Seriously, fuck the encounter design in this game. It is the most shitty and boring approach you can imagine. Which brings us to...

-Loot. Pretty much exactly the same as the combat section. The world is LOADED with containers all over the place. And they are all loaded with boring, boring loot, crudely designed to trigger the "hurr durr deres loot!!" mechanism in player's brain. And yes, there are many locked containers in the world and guess what most of them contain? The exact same shit as everywhere else except that there's a little more of it in the locked containers. It SUCKS so fucking bad.

-Companions. So I like Parvati. Yes, all cutesy, asexual and awkward and with a dumb quest where you teach her to go on a date all awkwardly and cutesy. But she was definitely the most likeable of the bunch just in terms of basic personality. The rest? Oh boy... the Vicar seems interesting but just ends up completely boring once you dive more into his whole backstory. An old character written by someone very young is what it feels like. Nyoka and Ellie? "Tough" characters with nothing interesting to offer at all besides being mildly insufferable. Nyoka is *ahahaha* an alcoholic who drinks a lot! Ellie is *ahahaha* stand-off ish and does piracy and shoots people because it's FUN and COOL and UNCARING. Ugh. I didn't even bring the other guy along that you find on Groundbreaker because he seemed insufferable from his intro dialogue. The cleaning robot is... well I actually don't know if there's any quest for him so I don't really know.
But yeah, the companions are just... not good. Again, Parvati is likeable. The others... no. And not in a "this character is an interesting foil" way. They are just insufferable most of the time.

-Quests. Again, there are nice things in some of the quests. Really nice things actually. But the way some of them are laid out is just retarded and badly designed. So you will be sent back and forth between areas you've already cleared out before (but which are now repopulated by respawning enemies), and you'll be fast travel teleporting back and forth to get to the objectives. The way they are laid out is extremely annoying. And then you have a few fetch quests thrown in for good measure as well.

Overall I had some fun with the game and I will likely try replaying it. I didn't hate it and I had quite a bit of fun in some instances actually. But I would have to say that what I wrote about combat and loot in particular really kills off a lot of the game for me. It turns into a slog, especially once you hit Monarch. It just devolves and whatever interesting quests are going kinda get lost in all the booooooring combat that's going on. Once you move on and the game moves towards the end a bit more I actually think it picks up again but the damage is done.
And it's also disappointing how it doesn't really throw any interesting curveballs to the player in terms of setting and stuff like that. If comparing with Tim & Leonard's earlier games (which may be stupid), there's never that *awesome* moment where you're going into the Glow and you're getting these great feelings of diving deep into the gameworld. Or uncovering the mysteries of the world in Arcanum, meeting Nasrudin and all of that. It feels very shallow unfortunately.
And playing it directly after Disco Elysium just highlights how unambitious it is in terms what it's trying to do with writing and humor. DE feels fresh, hard hitting at times and inspired. TWO does not.

Not terrible but pretty mediocre overall and a disappointment considering Tim and Leonard's involvement in it.
 
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Citizen

Guest
Does it work alrite for you bros? My machine is not a gaming rig (i5-4690, gtx960, 8gb ram), but it runs like crap even on the lowest settings possible
 

DalekFlay

Arcane
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New Vegas
TOW keeps nudging you to take the side of the poor colonists against the evil corps instead of trying to mantain some sort of neutrality and let the player come to his/her own conclusions. Say, in NV you were shown the virtues and flaws of NCR, Legion (less so, unfortunately) and House and the player would be free to form his/her own opinions on the matter, even forgoing all three by the end. Here it begins with a manichaean view of colonists/corps that never goes further.

It's even more baffling when you compare it to Tyranny which played off of the order/chaos/loyalty/freedom spectrum in a much better way despite being almost a throw-away project.

Yeah. The bummer is I think they could make The Board the obvious bad guys, like the Legion, but still have the choice and faction play we want. The solution is right there: MSI on Monarch. A corp, but one that wants to change things a bit to give people more freedom, but still be a corp in control of the system. If the game had 3-4 factions to choose from in the main quest, The Board, the rebels, MSI and maybe Sublight or an independent path, it would be ten times better. Instead the main quest is Board or Anti-Board and everything else is a side thing where faction rep barely matters at all.
 

Riso

Arcane
Joined
May 22, 2007
Messages
1,251
Location
Austria
Regarding the combat, I completely forget the game has that bullet time bullshit.
The moment I got the Plasma Carbine I just fucked everything up.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,365
- looks like they had a much bigger crafting system at some point but it was cut and all the loot was labeled as junk
- a lot of cut content in general. Blocked buildings in Byzantium probably had quests in them at some point. Some blocked areas in Monarch.
Crafting system is diseasterous. That's for sure. + n damage when you pay money... RPG system is also nearly nonexistent.

Well, blind ironman is difficult, but item and weapon wear along with repair more expensive than new weapons is problematic.
Does it work alrite for you bros? My machine is not a gaming rig (i5-4690, gtx960, 8gb ram), but it runs like crap even on the lowest settings possible
I run it on gtx 660 with 300 Chrome tabs on background. Most stuff is on medium.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
TOW keeps nudging you to take the side of the poor colonists against the evil corps instead of trying to mantain some sort of neutrality and let the player come to his/her own conclusions. Say, in NV you were shown the virtues and flaws of NCR, Legion (less so, unfortunately) and House and the player would be free to form his/her own opinions on the matter, even forgoing all three by the end. Here it begins with a manichaean view of colonists/corps that never goes further.

It's even more baffling when you compare it to Tyranny which played off of the order/chaos/loyalty/freedom spectrum in a much better way despite being almost a throw-away project.

Yeah. The bummer is I think they could make The Board the obvious bad guys, like the Legion, but still have the choice and faction play we want. The solution is right there: MSI on Monarch. A corp, but one that wants to change things a bit to give people more freedom, but still be a corp in control of the system. If the game had 3-4 factions to choose from in the main quest, The Board, the rebels, MSI and maybe Sublight or an independent path, it would be ten times better. Instead the main quest is Board or Anti-Board and everything else is a side thing where faction rep barely matters at all.

Gotta say I had the exact opposite experience. Not only it never felt like I'm nudged towards one of the sides, the options I was presented with felt as neutral as it gets and they became more and more ambiguous as I got towards the ending.

Phineas claims to have good intentions but he's also shown as unreliable, obsessed and incredibly naive. He
murdered numerous people before he got you out of the pod
and upon learning the real reason why colonist are kept in pods, he doesn't even stop for a second to reconsider if unfreezing them is even a good idea.

Meanwhile the board isn't presented at all as mustache twirling cigar-smoking villains, they feel more like overwhelmed bureaucrats who can't find a way out of difficult situation. The final choices are both gray - do I side with Phineas on a hunch that maybe, hopefully he's right, or do I side with the Board whose solution is ruthless but sensible given the circumstances.

And this is a running theme all throughout the game. In Edgewater the mayor is clearly the more sensible guy while the leader of communist commune is a spiteful witch. The leader of Iconoclasts is a religious nutjob. The sublight leader is plain crazy.

Much like in real life politics, choosing between honest and well-meaning morons vs. people who are corrupt but competent is rarely easy.
 
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DalekFlay

Arcane
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Messages
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Location
New Vegas
Gotta say I had the exact opposite experience. Not only it never felt like I'm nudged towards one of the sides, the options path I was presented with felt as neutral as it gets and it became more and more ambiguous as I got towards the ending.

If you turn the scientist in right away and basically volunteer to be a corporate merc out of the gate you don't get a lot of the experience you're talking about. Maybe I'll like the choices more now that I'm playing a freedom focused pirate, we'll see.

Your post though doesn't really address the core problem though as I see it. I agree it's more morally grey than people give it credit for, but my issue is more about factions interacting. In New Vegas there were 5 or more factions that all felt like the interacted with each other, and you had to choose between them and play them off one another to make it through the game. One clear memory I have of a standout moment is when House demands you destroy the Brotherhood of Steel. I was playing a House merc that playthrough but also had Veronica with me all the time, so having to choose to betray my boss or Veronica was a cool twist.

In my experience so far, playing a corporate merc from the start, there's nothing really like that in Outer Worlds. There's a big decision about the Board or the doctor guy, and there's minor decisions about MSI or the rebels, Edgewater or the rebels, and neither effects the main quest much beyond ending slides. The faction system really means nothing because you can easily be friendly with them all and they rarely interact. Why don't the Edgewater guards attack me after basically destroying their city? Why doesn't Roseway try to ruin me for airing their secrets? It all feels neutered.

For example, when I first got to Groundbreaker and realized they were trying to remain independent and had a faction rep, I was like "the corps are gonna make me take this place down later." However no, that never happens, and the Groundbreaker rep is meaningless.
 

IHaveHugeNick

Arcane
Joined
Apr 5, 2015
Messages
1,870,558
Gotta say I had the exact opposite experience. Not only it never felt like I'm nudged towards one of the sides, the options path I was presented with felt as neutral as it gets and it became more and more ambiguous as I got towards the ending.

If you turn the scientist in right away and basically volunteer to be a corporate merc out of the gate you don't get a lot of the experience you're talking about. Maybe I'll like the choices more now that I'm playing a freedom focused pirate, we'll see.

I mean, people were making fun of aptitudes only adding +1 points but it makes sense in the context. Phineas is not going to risk experimenting with a pod of brilliant scientist or engineer, he'll rather experiment on useless people until he can perfect his revival technique. You were revived because he saw you as expendable. Good doctor certainly has a darker side to him, that's for sure.

Your post though doesn't really address the core problem though as I see it. I agree it's more morally grey than people give it credit for, but my issue is more about factions interacting. In New Vegas there were 5 or more factions that all felt like the interacted with each other, and you had to choose between them and play them off one another to make it through the game. One clear memory I have of a standout moment is when House demands you destroy the Brotherhood of Steel. I was playing a House merc that playthrough but also had Veronica with me all the time, so having to choose to betray my boss or Veronica was a cool twist.

In my experience so far, playing a corporate merc from the start, there's nothing really like that in Outer Worlds. There's a big decision about the Board or the doctor guy, and there's minor decisions about MSI or the rebels, Edgewater or the rebels, and neither effects the main quest much beyond ending slides. The faction system really means nothing because you can easily be friendly with them all and they rarely interact. Why don't the Edgewater guards attack me after basically destroying their city? Why doesn't Roseway try to ruin me for airing their secrets? It all feels neutered.

For example, when I first got to Groundbreaker and realized they were trying to remain independent and had a faction rep, I was like "the corps are gonna make me take this place down later." However no, that never happens, and the Groundbreaker rep is meaningless.

Yeah all of that I can agree on. Factions are not distinct enough, not present enough and overall feel undercooked.
 
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v1rus

Arcane
Joined
Jul 14, 2008
Messages
2,294
I beat the game, around 25 hours on hard difficulty, with every single quest done.

Its ok, really. Its worst fault is its offensive mediocrity and inoffensiveness. Really, nothing in the game is bad enough to sperg about, but nothing is good enough either (except the basic FNV premise, but that doesnt really count.)

Really. Writing is plain and unengaging but it isnt preposterous. Itemization and skills are fucking terrible, but in most current year games, it always is. Witcher 3 had as bad itemization, and 80% of 2000+ games have terrible skill systems. And so on, and on.

The game is average as all fuck really, and not worth of your time, unless you ran out of games to play, which somehow i doubt. Go play Disco Elyisum, Sekiro or Pathologic 2 instead, if you really want to play a fresh, 2019 game.
 

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