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Everything posted by UrbaNebula
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Stealth Mechanic
UrbaNebula replied to ImmerFertig's topic in The Outer Worlds: General Discussion (NO SPOILERS)
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New Obsidian IP Announcement at X019
UrbaNebula replied to Infinitron's topic in Grounded: General Discussion (NO SPOILERS)
It's already been said, but just to second this: I'm not a fan of survival games, but Subnautica is absolutely sublime. -
New Obsidian IP Announcement at X019
UrbaNebula replied to Infinitron's topic in Grounded: General Discussion (NO SPOILERS)
Honestly I'm happy to see Obsidian branching out and working on other genres. This is really not for me though, sadly. I was over the whole survival, crafting genre even before it truly kicked off. That said, I can't fault the style and the quality shown in the trailer, and the fact that it was made by such a small number of people on the team makes it all the more impressive. I will await your next announcement with bated breath. -
This is not something that I expect to be considered for a patch of DLC for TOW, but maybe something to consider in the future. Having recently changed the settings in the game so that I can see ALL dialogue options that are available, not just the ones I am close to reaching, it's really sad to see that failed skill checks in dialogue are simply not available. I understand that it requires a whole load of new responses from NPCs, but some of those options and the responses in New Vegas were comedy gold. The [Dumb] dialogue choices get a lot of love from everybody as far as I can tell, but the inept responses in New Vegas were just as good. Trying to pass an Intimidation check with my stick figure scientist should be an amusing little moment, not simply greyed out until my meathead playthrough. I had the game issue with Tyranny and Pillars of Eternity as well.
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planets in the outer worlds
UrbaNebula replied to selfmade007's topic in The Outer Worlds: Stories (Spoiler Warning!)
I don't expect we'll be going to any of these places any time soon. Maybe Hephaestus as we know there are mines operating there (despite it being comprised of molten rock...?), but the others are gas giants and inhospitably frozen. -
A voice for our character
UrbaNebula replied to RenovatioBlue's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I much prefer imagining the voice for my protagonist in a first person RPG. I've said it before that the protagonist in Fallout 4 was a catastrophe. The fact that your character has a backstory loosley determined by the developers and a voice that might not match the appearance that you create at all, it creates a disconnect with the character I was asked to create. That was the least of the game's issues of course, but it stands to reason that I've only ever managed to play the game through once. The Outer Worlds has a lot of dialog and as such, a voiced protagonist for the male and female player character would require two voice actors to record more lines than any other character in the game. That is a serious chunk of their limited budget which was thankfully spent elsewhere. I'm not saying that a voiced protagonist can't work when the game has an established character, such as The Witcher and Mass Effect franchises, but for a game like this I really don't think it would be a good fit. -
I think it's simply that they were developing The Outer Worlds as what Leonard Boyarsky dubbed "The next generation of a throwback RPG." The fact that Microsoft snatched up inXile at the same time whilst they are developing Wasteland 3 makes me think that somebody as in the company believes that there is some value in the concept of classic RPGs. The reviews and (hopefully) sales/game pass figures for The Outer Worlds will encourage them to throw more money at Obsidian for their next stab at it.
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I heard Phineas utter these words and it made me think about The Outer Worlds itself. To give you an idea of where I am coming from, I have sunk around 40 hours into the game at this point. I believe that I am approaching the end of my first playthrough and I have two other characters with a seaworthy (spaceworthy?) Unreliable. I am in love with this universe. The characters, the art direction and the overall tone. I am hoping that this becomes the first step in a new beloved franchise. While I have enjoyed the game up to this point, I am starting to note a few elements where it feels a little rough around the edges. By refusing to fast travel as I do in every game that offers it, I have traversed the various parts of Terra 2 and crossed Monarch a number of times and to be brutally honest, it's starting to feel like a bit of a slog. There are two things that I feel are sorely missing from this game and I put this down to the scope of the project and the limited budget: Firstly, variety. There are a number of different armours and weapons in the game, but it does all start to look a little samey after a while. The corporate armours are all simply recolours and other armours are limited. The weapons too are very limited and the customisation that comes with modding is only slight. Second, the world spaces don't really FEEL alive in the same way as open world games do. Now, I'm fully aware that this isn't an open world game and the devs have said that potential sequels likely won't be either, but even the largest map in the game, Monarch, is a little bit flat and lifeless after you've spent just a short amount of time there. If I can play Devil's advocate and compare this to a Bethesda RPG briefly, if you were to grab a chunk of Skyrim's map that was roughly the size of Monarch's play space (probably about the size of one of the holds), you would find little contained stories here and there. Maybe a cave or a dungeon or two with their own thing going on, not to mention roaming wildlife and even random encounters (NPCs needing help, assassins, faction patrols fighting with bandits, etc etc). Same thing can be said of New Vegas, a game which Obsidian completed on a dysfunctional engine in a much smaller time frame. I know the team has changed since then and they had to build The Outer Worlds from the ground up, which likely accounted for a good deal of the development time and resources. Bear in mind that this isn't me saying "The Outer Worlds doesn't have these things and it's a lesser experience because of it." This is me saying that I really hope Obsidian use this is a spring board and dive into this franchise head first. I reckon that with a decent budget Obsidian RPGs could be catapulted into the mainstream and become one of those titles that even non-gamers take an interest in! One final note: Let's say that hypothetically Obsidian Entertainment did not do DLC for The Outer Worlds. If they take the game they have now as a base, build on it and spent two years creating new content and release it as a spin off rather than a full sequel, I would be over the moon. It would be their New Vegas to The Outer Worlds' Fallout 3. So that's it. I just wanted to spill my guts here. tl;dr: The Outer Worlds is great, I love it and I am incredibly excited to see how Obsidian builds on this solid foundation that they have laid out.
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Had the same issue on PC, except it would just crash to desktop, which I guess is a little nicer than a freeze/lock up. Sent my party back to the ship and I was able to get through with no issues. Thanks! Shame that this quest has an issue with companions though, considering it was shown to be working with Ellie at E3...
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That's the beauty of the hub based nature of the game. It's fairly simple to add say: A new landing pad on the existing worlds. A new ship or space station appearing in the outer reaches of Halcyon A corporate fleet from another, less fortunate colony who are looking to claim part of Halcyon for themselves Fingers crossed we get something.
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Great game, too short
UrbaNebula replied to BionicKitten's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I've no idea how many hours I've clocked in game so far, but I've played it every day since it was released, usually for a couple of hours at a time. I also got in a reasonably long session on Sunday. I just reached Monarch last night. Granted, I never use fast travel in these kinds of games. I've clocked a lot of hours in other RPGs, but a lot of that is travel time, especially when it comes to fully open worlds. Honestly, I could care less about the length of the game as long as I enjoy the time I spend with it. I also know for a fact that I'm going to be doing more than one play through. So long as the game does well and Obsidian are able to follow up with DLC or sequels, I'll just be happy for more and more Outer Worlds content as and when it comes. -
Finished
UrbaNebula replied to sjb10104's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I fired up the game the moment it was available in the UK, but yeah, I've only managed a couple of hours each night due to work, family time and sleep. I just reached Monarch last night. Then again, I tend to spend a LOT of time in these games. Pillars of Eternity for example, I've clocked 150 hours so far but I don't believe I'm anywhere near to finishing. -
Changing Chars???
UrbaNebula replied to alabuck's topic in The Outer Worlds: General Discussion (NO SPOILERS)
I posted about this as well. You can make a manual save in order to stop yourself losing your character, but it is a pain to then cycle through and find the latest save when you want to switch. Really no idea why this wasn't the standard system. -
Post-release content?
UrbaNebula replied to Hawke64's topic in The Outer Worlds: General Discussion (NO SPOILERS)
The glorious thing about the hub based format of The Outer Worlds is that DLC can be very easily implemented. A distress beacon from a long lost starship. A mysterious landing pad beacon on an uncharted planet. A new corporation joins the fray and takes a region of Monarch by force. You can add any number of possible scenarios to a space faring game and all you need to is make it reachable from The Unreliable and you're good to go. Maybe make a few NPCs in the base game make references to it before and after depending on the outcome. There are already hints in the game at a much larger universe, with some brands from outside of Halcyon and even other colonies being mentioned by name. I really hope they get to flesh the universe out with DLC and follow up titles. -
Companions help
UrbaNebula replied to Mayan fury's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Your carry weight is increased by simply having companions with you. You also gain buffs to certain skills based on their area of expertise. If you want to swap out their weapons and armour, you do this via their tab. When you have companions in your party, open your inventory. You should then see that along the top of the screen, where you see your character. inventory, journal, etc, you have a tab for each companion currently travelling with you. -
Having not delved into Supernova yet, I really enjoyed the system that Fallout New Vegas had. For those not in the know, Hardcore mode required your to eat, drink and sleep and crippled limbs required the use of a doctors bag or to actually go and see a doctor. Consumables such as stimpacks and weapon ammunition also had weight values (though they were probably a little too generous without mods). This was entirely unrelated to the difficulty selected. You could play hardcore mode on the easiest difficulty, so you could have a relatively straightforward time of things, but the hardcore system meant that you always had to make sure you had access to food and water and were able to find an unowned bed every now and then. To be perfectly honest, that suited me down to the ground.
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Something that struck me as odd, but why are there no separate saves for alternate characters? I figured that this was a no brainer, considering this has been the case in Pillars 1, 2 and Tyranny. Hell, even Bethesda RPGs started doing this after Fallout 4. Fairly early into the game, I created a second character, just to try out another build. I didn't get very far into the game, but I never performed a manual save. This meant that when I returned to my primary character's save, the autosaves and quicksaves eventually wiped my second character from the record. Sure, this can be avoided by doing a manual save now and then. However, when it comes to switching to my second character, I now have to scroll through all my saves and check the character name. I also need to ensure that this is the latest save file I have for them. This could be easily resolved by bringing back separate save tabs for different characters. Why wasn't this included by default?
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Quality of life things.
UrbaNebula replied to Zaathura's topic in The Outer Worlds: General Discussion (NO SPOILERS)
Correct. Got no issues with the map on PC, besides only showing one quest marker at a time...