Sigourn
uooh afficionado
- Joined
- Feb 6, 2016
- Messages
- 5,739
Jaesun DarkUnderlord Infinitron I hate to bring matters into my own hands but it seems many people here are pirating or advocating piracy, and this will not stand.
"Should I give my money to Microsoft" is the question now.So it's already cracked... should I give my money to Obsidian or not?
Oh one more thing about The Outer Worlds I wanted to talk about. In the game, you'll meet a companion called Parvati and get to help her set up a date. You learn during this that she is asexual.
And nowwwwwww for something a bit more on-topic. Kate "anything for a" Dollarhyde has a reddit account, and here's something she said a couple of days ago https://www.reddit.com/user/kdollarhyde
kdollarhyde commented on Serious question... why is there so much lesbian representation but so little about gay men?
I'm sorry you're being downvoted. I think you have a valid point, and this is something I will work to rectify in my future writing. I know it's not always easy to speak up, and I appreciate you doing so.
Asexual representation is absolutely another thing we can do better. Like I told OP, this is something I will think about and try to rectify in my own writing.I'm asexual, a frequently misunderstood and marginalized identity.
No doubt big bear Tim will put a rubberstamp on all these loud and proud gay and ace men she wants to include. The Outer Worlds is going to look like a pride parade by the time they're through.
By the way, it's "I appreciate your doing so," Ms. Writer.
Regardless of your loadout, your companions can absolutely destroy most enemies in the game with minimal assistance, despite their most advanced tactical option being “stand 10 feet from the first thing you see and shotgun it to death.” If you’re looking for any sort of challenge, I’d recommend cranking the difficulty up to Hard, where baddies at least hit a bit harder and take longer to kill. Combat isn’t the highlight of The Outer Worlds, though. I’d go as far as to say that there’s actually too much combat, given how much more satisfying some of the less action-oriented parts of the game are.
The trouble comes with how you actually use those skills in the game. The Outer Worlds keeps its promise of letting you play however you want by flattening the difference between skill sets and being unwilling to keep any of its content out of reach. While on rare occasions, being an expert hacker or inveterate liar might give you a slightly different way to complete a quest, the end result is almost always the same, and never once did I encounter an obstacle that I had to put off until I could level up or switch crewmates to complete. Most important locked computer terminals can also be opened with a passcode found conveniently nearby, and anything you gain by charming your way through a conversation can also be achieved through violence. Time after time, I used my Lockpick skill to break into an off-limits section of one or another practically identical compound only to find another unlocked door just feet away for anyone who hadn’t bothered to invest their skill points in skullduggery. And no matter what skills you invest in, there’s no avoiding the fact that combat is the most prevalent pillar of gameplay. You can be a sneaky, charismatic hacker if you want, but there’s no avoiding a lot of firefights along the way.
Passing any skill check also gives you a shot of XP, which creates a weird feedback loop where the more you invest in these skills, the more skill points you end up getting. Between the bonuses I got from my companions and the fountains of XP shooting out of every locked door and secure computer, there was basically no skill check I couldn’t pass by the middle of the game. Rather than crafting a unique character with their own way of addressing Halcyon’s challenges, I wound up becoming a jack of all trades with more skills than I knew what to do with, and it felt more disappointing than empowering. Because The Outer Worlds seems to be built to let you pass any obstacle however you see fit, I was often arbitrarily choosing from three or four options with the exact same outcome. You could argue that it’s because of how I played: I could have ditched my companions, poured more points into my neglected combat skills, or kept some scores artificially low. Those are all options, but a skill system that you have to exploit to make yourself less powerful may just be a flawed system.
This strange ambivalence, the desire to paint those who oppose the game’s cartoonishly evil corporations as somehow suspect, shows up all over the place in The Outer Worlds. For instance, your most reasonable companions tend to be the most protective of the status quo, while the most radical is also kind of a starry-eyed airhead. One of the most telling details for me is the simple fact that corporate NPCs get names like “guard” and “worker,” while members of the anti-corporate Iconoclasts are called things like “rioter,” even if they’re doing nothing more than standing around a bar or doing clerical work.
Hope you like playing characters who are Great at everything:
It is.Most probably the log of the spoken lines in the conversation.Anyone know what the little "clock" icon on the top right of dialogue boxes indicates? Noticed it in some of the earlier demo videos, but now they seem to have made it more visible. Doesn't seem to be animated or anything - no mention of what it means...
Dumping all your skill points into speech works pretty darn well in The Outer Worlds
I don't trust his opinion on the matter.You missed the part thats he mentions thats wonderfully handle because of the good writting but my bad , anything thats considered sjw , even if isn't, is auto trash here.
I was going to say Jason Anderson is still safe, but then I noticed that he apparently joined inXile earlier this year, so nevermind.Your precious Tim Cain, everybody. He made Tyranny/Tides of Numenera. You lived long enough to see all your RPG idols fall.
Man, who the hell wants an unfuckable follower/companion?