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C2B

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Posts posted by C2B

  1. 9 minutes ago, Blitz said:

    Does this game support controllers? I can't seem to get any to work. I'm playing on Win10

    I would like my PS4 Controller to work. I think I tried everything.
    Added the game as a non-steam game, tested the steam drivers.
    Uninstalled Steam drivers, Installed DS4Windows, tested all settings there.

    What was tested and works for PS4 Controllers, I'll bend over backwards for any advice.

    Thanks.

     

    I'm using a DS4 (am playing the game with MK though). Testing it, it works fine for me.

     

    Got DS4windows installed. The newer version by ryochan

    https://ryochan7.github.io/ds4windows-site/

  2. 15 minutes ago, Inu said:

    I guess not.  The ONLY reason I pre-ordered this game was so I could pre-load it and play it tonight.  Bad first impression guys...

    Sorry, didn't see your post earlier, but have an answer.

     

    Epic Games doesn't have built in preload, the devs of Borderlands 3 literary had to help code one so that game could be pre-loaded. This is probably just not the case here.

  3. 16 minutes ago, RonnieJW said:

    Now that I've seen first hand that Bethesda lacks ethics and will make us pay extra for them to fix the flaws in their game (lack of adequate storage) I've decided to no longer support the company. I'm not going to pay them extra money to fix the design flaw that prevents us from having enough storage space. And there is also this from Pete Hines, Vice President of PR & Marketing at Bethesda Softworks:
     

    “There’s always going to be new content, changes in game balance, whatever it takes, and by the way, it’s all free after launch – all our content, there’s no season pass and no paid DLCs"

    Bethesda, I've removed Outer Worlds from my wish list. Oh, and by the way, I was planning to purchase Halloween items from the Atom shop but now I'm too pissed about what you've done that I can't bring myself to give you the money for the purchase. You've lost me as a customer.

     

    Outer Worlds has nothing to do with Bethesda. It's actually kinda in competition with the games they make so your move here will not have any influence on Bethesda whatsoever.

  4. 1 hour ago, ManifestedISO said:

    am personally hoping it's also a game people who don't enjoy Fallout will love

    Depends on what you don't enjoy about Fallout. Design principles are of course going to be similiar.

    The biggest different is probably going to be the overall tone. With it being overall much lighter, this is space pulp/opera after all.

  5.  
     
    Quote
     
    "I said to the team, 'I hope this becomes your Fallout'": The directors of The Outer Worlds discuss its development
    Tim Cain and Leonard Boyarsky discuss The Outer Worlds, a game that feels torn out of time without being dated by
     
    Tim Cain and Leonard Boyarsky are explaining the origins of The Outer Worlds to me over the phone, and I can't help but believe in my heart that it is all an elaborate fabrication. I'm told that production began back in 2016 in collaboration with Private Division, and that the game was finished long before Microsoft opened its cheque book to acquire the studio. That the project has been a labour of love for Obsidian Entertainment, fuelled by the passion of two reunited game directors working alongside a small team of talented young programmers and veteran RPG designers. They explain that The Outer Worlds is the most ambitious game the studio has worked on for quite some time and that it hopes its release garners enough interest to warrant a sequel. I hear what they're saying, and I'm not buying it.
     
    I can't – I'm half expecting Cain to shoot me an apologetic call any minute now, explaining that he couldn't tell me the real origin story while Private Division is listening in on the line. That The Outer Worlds isn't a new creation, but rather a surprise discovery. That Cain was rummaging through a storage cupboard one fateful afternoon and stumbled upon the source code for an Obsidian RPG that you've never played before. That he dusted off the code and set to work giving it a well-deserved polish, enough so that the studio could pass it off as a modern release. "Shhh," he'd say, "don't tell anybody."
     
    This series of imagined events wouldn't be out of the realms of possibility for me because The Outer Worlds looks like a game torn out of time. Torn out of time, but not dated by it. Like it was regretfully put to one side sometime between 2009, as Obsidian worked through the development of Alpha Protocol and Fallout: New Vegas as freelance guns for hire, and 2012, as the studio turned to Kickstarter to fund its isometric throwback Pillars of Eternity. No studio makes RPGs in this style anymore, and there's nothing else quite like The Outer Worlds in the industry right now as a result.
     
    The past becomes the present
     
    "I'm a lot older than a lot of the people working on the game and when we first started on it I said to the team, 'I hope this becomes your Fallout.'" It's a sweet sentiment from Tim Cain, the co-director of The Outer Worlds, sat alongside the other co-director, Leonard Boyarsky. Once upon a time, the duo was a part of the core creative team at Interplay Entertainments – responsible for the original Fallout, one of the most influential RPGs of all time. Now, more than two decades later, they are hoping to do it all over again with The Outer Worlds.
     
    "I hope that in 10 or 20 years people are still talking about The Outer Worlds. I hope that games are still being made in this universe. I hope other games are inspired by it..." Cain continues until Boyarsky leaps in to finish his thought; the two are easy in conversation. "I hope that it resonates with people. To do that, it needs to be satisfying in a deep way, in a way that makes people want to just keep on returning to it over and over again. I want this to feel like a universe that people continually want to play in."
     
    To achieve this lofty goal, Obsidian has constructed a tight adventure cast out across the stars. The Outer Worlds is ostensibly about being lost in space and trying to find your place in it. You are awoken from cryostasis decades after your ship first embarked on its mission to reach the furthest edges of the galaxy, all in an effort to help settle the Halcyon colony. After being left for dead by the colonies' mysterious benefactors, it is you that will act as the unplanned variable in the decimation equation threatening to consume it all. It's heady and it's hearty – this is an Obsidian game, after all.
     
    The Outer Worlds is designed so that you can engage with as much or as little of this core narrative throughline as you desire. With numerous factions vying for power, with countless characters to interact and engage with across two core planets, and a medley of ships and space stations, there is plenty of scope to forge your own path through it all without it becoming disrespectful of your time or attention. "We knew from the beginning that this wasn't going to be a 100-hour epic," Boyarsky explains. "We are doing everything that we can to make sure that we can deliver a great, polished, and fun experience."
     
    In many respects, The Outer Worlds looks like a direct response to the gluttonous RPGs that have become so pervasive in the industry today. The Outer Worlds is a smaller, tighter, and more densely packed proposition than any of its immediate competition, a hand-crafted adventure that is designed to reflect your personality and preferred playstyle through its action and dialogue. "We're making the story that we're trying to tell; our story really lends itself to having smaller areas," Boyarsky continues. "This is a space science-fiction game, where you're a space hero that needs to fly around space and go to all of these different places. If we had just one big continuous map, it wouldn't really have the space opera fantasy/pulp sci-fi fantasy feel that we were going for."
     
    It means that The Outer Worlds should feel manageable. In spite of its scope and depth, it's being created to be something that you can tackle one area, mission, or character interaction at a time. It's refreshing, really. As too is hearing the conviction the game directors' have to ensure that The Outer Worlds is as optimised and bug-free as possible. "Looking at the time and budget we had, we really wanted to take the time to make sure it was a polished experience."
     
    "We didn't want a lot of randomised or quickly-slapped-together content, we wanted to really focus on making the content by hand and making sure it was really fun to play," Boyarsky tells me. "And the flip side of having smaller areas [and] less overall game time is that, because we put so much player-driven choice and reactivity in this game that, when you're done with it, you'll be excited to get back into it and immediately try out some different paths through it – as opposed to some of the longer games where you're like, 'Okay, I need to wait six months before I could even think about starting another playthrough of this game."
     
    Every action has a reaction
     
    Why does Obsidian think you'll be so eager to jump back in? Well, that's because this is something of a freeform experience. The Outer Worlds is a classless RPG; you can build your character in any way that you see fit, investing in skills and perks that you think will be interesting. There is never a single path through any mission, environment, or opportunity, and you'll have plenty of scope to improvise along the way – leaning on abilities such as smooth-talking, sneaking, and fighting as a baseline of how to proceed through each and every scenario that you stumble into.
     
    Obsidian has effectively run itself ragged to prioritise player choice and reactivity in The Outer Worlds. The goal has been to create something that always feels like it is bending to match your decision making, the natural evolution of the work the creative duo has done in this space in years gone bye. "The goal that we had on the original Fallout is the same goal that we had here," says Cain. "Players can play the game in any way that they want to, and the game will react accordingly."
     
    "I think we've evolved since we first worked on Fallout, in terms of our understanding of how to better deliver that experience to the player," Boyarsky continues, noting one of the core lessons that the creative duo has learned since 1997. "If a game is reacting to the player, then the player needs to know and understand that it is reacting. If you don't see or feel like an outcome might have been different if you had done it in another way then it's not going to feel like your choices are making a difference."
     
    Boyarsky goes on to explain that communicating change isn't as explicit as it might be in, say, a Telltale game – "we don't throw our hands up and say 'people are going to remember that!'" – The Outer Worlds is designed in such a way that you should immediately understand when your decisions are having an impact on both a micro and macro level. "If you can't see the fact that the game is reacting to your decisions you're just going to think 'oh, that's what happens when I play the game', and then you have to play it two or three times to see any difference. We're very cognisant of making sure that you understand why things are happening due to the choices that you make [...] we show it through action and dialogue, and the way the world reacts to your presence and the way the game plays out after that."
     
    While it may be difficult to get your head around now, it would be very difficult for The Outer Worlds to offer the same experience to two separate players. The studio has attempted to playtest as many character builds as it possibly can, pushing through as many of its branching paths as possible, but in a world where effectively every character can live or die by your hand, has made exploring every possible outcome something of a challenge.
     
    "We've had the game playable for so long now; we've had a chance to play all of those through multiple times, and in different manners and fashions. We've really hammered out all of the different ways that you can go through the game," Boyarsky says, with Cain jumping in to add: "The Outer Worlds has been playable from start to finish for about two years! I've played it at least 15 times."
     
    When The Outer Worlds launches for PC, PS4, and Xbox One on October 25, you'll have the opportunity to see for yourself just how successfully Obsidian has pulled off its latest RPG experiment. Still, what reassurances can the two directors provide to convince anybody still sitting on the fence that The Outer Worlds is going to be as deep and malleable as promised? Boyarsky thinks on this for a second, chuckles to himself, and asks: "Do we really need to talk about how long we've been doing this?"
     
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  6. 15 minutes ago, Anhur said:

    Let me get this straight. It doesn't matter if a game has a good story, good gameplay and such that makes for a good or possibly great game. Just that it's displayed in 4k when played on a console. Yes it would be great if that was something that was default standard to do for consoles. But I'm not going to pass up a game because of no 4k support. Besides if it worries you that much invest in a computer, in fact build your own computer it costs less than retail comps that have crap in them you don't want or need.

    As already mentioned this information was false. There is 4k support for both consoles. The PS4 Pro just has checkerboard upscaling from 1440p. But, thats the case for most games on Pro.

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  7. 10 hours ago, PIP-Clownboy said:

    Barely any marketing after the EGS deal. Have yet to release PC specs. Release day same as the new COD. 

    What gives? 

    What are you talking about?

    - Pax-Panel, Previews, Prime XBOX E3 appearance (literary the first trailer of the show), a press tour covering half the world (including invited youtubers that have their own audience), Gamescom and Tokyo Game Show appearance,,,,,,

    It's been quiet the last month, but thats about it.

  8. In fact, just about the only thing about the entire presentation that, to me, was a bit of a downer, was how they just instantly expressed that they wouldn't even hear any questions regarding the Epic thing and that they were just so excited to work with their partners. That seemed like the typical industry bull****. And it was mostly just the mindset and attitude of "we don't even want to hear it, so don't even bother" before the presentation even began that rubbed me the wrong way. Had nothing to do with the game though. The game looks dope.

     

    Not really, that sentence and especially *It was a decision Private division made for the game* was typical business speak of *We disagree with the decision, but we can do **** all to change it*. It's as passive agressive as you can get. Used it myself.

     

    Also that happened before the Q&A as to avoid questions they can't even answer/only dig their hole deeper, not the presentation itself.

    • Like 2
  9.  

     

    Its 2019 release. Considering the game's current state and Obsidian's development history, it needs to spend more than nine months in the oven.

     

     

     

    Eh, I don't think there's anything here that can't be addressed before the end of the year. Voice acting, polish, they've got time for that. It's only March, it's not like the game is coming out in two months.

     

    August 6, so just over four months. Well, for most of the audience (declaring console to be the primary demographic for The Outer Worlds may be premature, but between console, EGS and the Microsoft Store, that's going to be most people buying it).

     

     

    Would have been anyway, controversy or not. Even Bethesda games sell more on consoles.

  10. The games are not designed to be played this way and it will always look janky. Lead with your writing and quests (ie what you're supposed to be good at ). This isn't rocket science.

     

    They did, though? They actually put lots of info in that as well like, branching quests, disguises, items that can be used in dialouge, info that has to be aquired before certain dialouge options show up or not, dialouge paths that have to be taken before skillchecks (making them missable as well), and so on and so on.

     

    The whole *Kill everyone/comedy* theme they decided to go with made for a more entertaining presentation.

    Especially since the whole thing wasn't really rehearsed or downpolished (like other devs)

     

    I mean they used a build from last week.

     

    At least that also means we're not going to see any downgrade.

    • Like 3
  11. I will, like most others here, preface this by saying I love Obsidian's games, I love the love that Obsidian pours into their projects, and I have the utmost respect for the devs/writers/artists/everyone pouring their passion and effort into making these works of art.

     

    But, however much I love the games Obsidian makes, I do have principles, and I tend to stick by them. In this cases it boils down these three, simple reasons:

    • I will not support Epic Games' exclusivity bullsh1t;
    • I will not support Microsoft's bid to break Steam/Valve in order to lock down PC gaming;
    • I will not support Tencent's efforts in building their Chinese spyware dystopia.

     

    After Microsoft buying them, I was very much expecting MS to come up with some sort of non-Steam exclusivity on upcoming games (but tbh I was expecting a 100% Windows Live Store (or w/e) exclusive).

     

     

    Uhhhh what?

     

    Microsoft is releasing HALO of all franchises on Steam and is generally cool with their games  on other plattforms under their new strategy. They don’t try anymore to win the exclusive wars.

    • Like 3
  12.  

     

     

     

     

    Welp, all my hype for TOW just went down the sitter. CD Projekt Red is the only company I can trust now. CDPR, if you're reading this, please don't follow the same path as Private Division with Cyberpunk! T.T

     

     

    How do you feel about GOG.com exclusives?

     

    I'm actually okay with GOG exclusivity since GOG is a secure platform, unlike the Epic Store which is a spyware for the Chinese

     

    Uh, that's not true?

     

    Which part? The part about GoG being secure or the part about the Epic store being spyware?

     

    https://www.gameinformer.com/2019/03/16/valve-to-investigate-epic-game-stores-use-of-steam-files

     

    I have not seen any sort of evidence that the Epic store spies for the Chinese government specifically, but it's had more than it's share of privacy concerns over the last few months.

     

    As far as I know the spyware accusation is based exclusively on the import friends from Steam feature, and it is baseless.

     

    The bit about China is just silly.

    Its not. Tencent has been involved in multiple scandals based on tracking user data. Also it does not only include friendslist as it looks at a file on your pc where ALL your personal steam info is stored.

    • Like 1
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