![]() You won’t have to worry about customizing yourself into a corner. ’”Ĭustomization and Choices in The Outer Worlds “We're seeing this in focus testing,” reflected Starks, “as soon as someone finishes the game, they're like, ‘Oh, I want to make a completely different character and make all different choices and see. ![]() ![]() “The game is just long enough to be really fun and feel like you have like a nice meaty experience,” says Starks, “but it's not so long that you won't finish it you can only do one play through.” It’s about balance, and so far the team feels they’ve been successful in creating replayability. Rather than putting hundreds of hours into a single save file, The Outer Worlds invites us to live hundreds of lives across multiple playthroughs. It has been 24 hours since I met them but I can’t stop thinking about my sad and delicious cystypig friends.Īttention to detail, the genre itself, and the team’s previous work on Fallout: New Vegas made me assume we're in for a lengthy campaign. It’s the cutest and grossest thing I’ve ever seen. “You haven't tried the worst until you've tried, Borstworst.” These are animals that have been engineered to produce delicious bacon-flavored tumors that, when ripe and juicy, fall off the pigs and are you used to create various products such as Borst pockets, Borst and beans, and Borstworst. These ingredients play out in adorable disturbing ways, with my personal favorite being the pen of cystypigs. “The movie Brazil really sets the tone of what we’re going for,” reflected Starks, as well as “Firefly, Futurama,” and the “golden age of science fiction.” Inspired by Fallout, The Outer Worlds is brimming with dark humor – but that's far from the team’s only inspiration. “I apparently ran over so many mines or just got shot in the head so many times that I got offered a flaw to take a permanent concussion,” remembered Stark, “which made my character dumb.” This is what makes Obsidian reject the general RPG label in favor of the term “reactive RPG.” “We're always trying to track what you're doing,” said Megan Starks, senior narrative designer for The Outer Worlds, “and then have the game change based off on what you're doing. They took enough damage from enemy robots that they were offered a Flaw modifier which, if they accepted it in exchange for a perk point (which is always completely optional), would add a few debuffs whenever fighting robots. ![]() Towards the end, the plan went awry and a few shots had to be fired. In the demo I watched, the player was focused on sneaking into a factory undetected. ![]()
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