Van-d-all
Erudite
Ridiculous that it's also the least used one.Scylla is the best looking one, true. That skybox.
Ridiculous that it's also the least used one.Scylla is the best looking one, true. That skybox.
"This is the form of a game I love to play," he says. "It's not necessarily open world, because we get tighter control over what kind of narrative we tell. Hub and spoke, is what a lot of people call it. First-person gives us a cool immersion.
I find it interesting that Tim Cain would say this:
"This is the form of a game I love to play," he says. "It's not necessarily open world, because we get tighter control over what kind of narrative we tell. Hub and spoke, is what a lot of people call it. First-person gives us a cool immersion.
That sentence: "First-person gives us a cool immersion." One could interpret that as Tim saying: First-person is just for the "coolness" - it's not crucial or critical to my vision of the game.
If The Outer Worlds is a successor to both New Vegas and games like Mass Effect, perhaps Tim sees it as more of the latter?
You mean Queers Of War 5?Gears of Soy released about the same time as Greedfall and was consistently below it in top sellers on Steam.
I find it interesting that Tim Cain would say this:
"This is the form of a game I love to play," he says. "It's not necessarily open world, because we get tighter control over what kind of narrative we tell. Hub and spoke, is what a lot of people call it. First-person gives us a cool immersion.
That sentence: "First-person gives us a cool immersion." One could interpret that as Tim saying: First-person is just for the "coolness" - it's not crucial or critical to my vision of the game.
If The Outer Worlds is a successor to both New Vegas and games like Mass Effect, perhaps Tim sees it as more of the latter?
I find it interesting that Tim Cain would say this:
"This is the form of a game I love to play," he says. "It's not necessarily open world, because we get tighter control over what kind of narrative we tell. Hub and spoke, is what a lot of people call it. First-person gives us a cool immersion.
That sentence: "First-person gives us a cool immersion." One could interpret that as Tim saying: First-person is just for the "coolness" - it's not crucial or critical to my vision of the game.
If The Outer Worlds is a successor to both New Vegas and games like Mass Effect, perhaps Tim sees it as more of the latter?
If the next game is more like Mass effect and less New Vegas how the world works would be much better. Just like the worst part of both of New Vegas and now TOW was exploration and the open world. If smaller hub based world like Mass effect means the best part of this game can be done even better , reactivity, CnC and companions, i'm all in for it.
Why would people complain the board is "too evil" in this game? Aren't siding with them suppose to be the evil path? Feels like complain a star war game to not have morally grey sith lords.
I don't know if they are too evil, but was it supposed to be about good vs evil?
Take Underrail's Protectorate vs Free Drones factions. Who are the good and who are the evil? You are allowed to judge, but the game doesn't judge them for you.
The current board is clearly evil, there is no denying that it's the purpose of Obsidian to show them in that way. The place where you can make your own judge here is whether the board's rule can work or not, when you change the current ones into some better and more capable people.
Except for the Codex, all I'm really seeing is praise for TOW. Not only that, the praise they are giving it is exactly what I would want TOW to be. If I wasn't playing it myself I would be even more excited for it than I was before release.
I feel like I'm taking crazy pills here, because the game just doesn't seem to be the good things people are saying it is.
Every quest seems like equally generic dialogue choices, a shootout, and a fetch away from completion. No skill / perk / attribute / equipment choice seems to make a difference. The writing is flat. My character has no compelling reason to do anything.
Yet people are saying the opposite.
Baffling.
This is actually somewhat interesting, because nowadays virtually every review & gameplay video I've seen mentions this same exact play style.Playing as a diplomatic thief (basically sneak, hacking, lock picking, persuasion)
You guys are the ones taking crazy pills. The game is awesome. Maybe you just secretly hate successful devs and people enjoying RPGs. You probably also hate RPGs if you don't like this game. Grow up. Adapt or be left in the dust. You're all too rigid. Weirdos.
Ridiculous that it's also the least used one.Scylla is the best looking one, true. That skybox.
You guys are the ones taking crazy pills. The game is awesome. Maybe you just secretly hate successful devs and people enjoying RPGs. You probably also hate RPGs if you don't like this game. Grow up. Adapt or be left in the dust. You're all too rigid. Weirdos.
Obsidian Entertainment’s The Outer Worlds — now out on PS4, Xbox One, and PC — is a first-person RPG set is an alternate future where megacorporations are in the business of colonizing and terraforming distant planets. It’s not an easy endeavor; space is full of alien threats and vigilante justice. The player has to navigate the complex associations of various factions and his/her choices change the path of the narrative.
Building an alternate future in a distant part of space opens the flood gates of creativity. Anything is possible and everything needs a unique sound — all the explorable locations and the inhabitants and all the tech and weapons needed to survive there. Here, audio director/composer Justin E. Bell and his sound team share details on how they crafted the ambiences of key destinations on Terra 2 and Monarch, how they designed the weapons and combatants (from living creatures to automechanicals), their approach to UI sounds, implementation, music, and more!
• Creating a Unique Sounding Sci-fi Game
• Creating Location Sounds
• Designing Weapons and Varying Attacks
• Creating Combatants and Creature Sounds
• Designing UX/UI Sounds
• Designing the Dialog System
• Audio in UE4
• Sound Teams’ Favorite Bits
respectfully disagree. in supernova you either play stealth or play dead, and i didn't feel enriched at all by the experience. i actually dropped the game after a quest or two on monarch, couldn't stand it anymore.
Except for the Codex, all I'm really seeing is praise for TOW. Not only that, the praise they are giving it is exactly what I would want TOW to be. If I wasn't playing it myself I would be even more excited for it than I was before release.
I feel like I'm taking crazy pills here, because the game just doesn't seem to be the good things people are saying it is.
Every quest seems like equally generic dialogue choices, a shootout, and a fetch away from completion. No skill / perk / attribute / equipment choice seems to make a difference. The writing is flat. My character has no compelling reason to do anything.
Yet people are saying the opposite.
Baffling.
Greedfall wins againand the PC one is lower than Greedfall.