Your journey in Obsidian Entertainment’s The Outer Worlds is defined by choice, with your decisions extending beyond a morality system that defines the type of hero you want to be. If you so choose, you can join up with the antagonists of The Outer Worlds and become the villain of the story.
The Outer Worlds is set in a solar system that’s been colonized by corporations led by a group referred to as the Board. You play as someone who was supposed to be one of the first colonists, but your ship is mysteriously lost along the way. 70 years later, someone finally finds you and wakes you up.
“The scientist Phineas Wells finds you,” Obsidian Entertainment senior narrative designer Megan Starks said in an interview with GameSpot. “He wakes you up. The Board is making an attempt to forestall him because he needs you to help store the gadget. You can both decide to go with his plan and assist him out or you could join the Board and pass ahead with their time table. Or you may try to double cross each of them, and be a lone wolf.”
“You [can actually] become being the antagonist of the game, primarily based for your selections,” she persisted. And although Starks wasn’t capable of provide specifics (as doing so would manifestly ruin the sport), she did say that choosing to be The Outer Worlds’ villain “absolutely” has drastic modifications to the general final results of the tale.
This fashion of storytelling isn’t precisely new for Obsidian, because the developer crafted 4 unique endings to Fallout: New Vegas–all of which can be depending on which faction or individual you ultimately facet with through the game’s stop. That said, the picks you are making in The Outer Worlds may have very sizeable impacts at the story previous to achieving the give up of the narrative. Not each desire is honestly laid out as a talk alternative both. Every purpose, starting from how making a decision to finish a assignment to choosing your clothes, could have some sort of effect.
“[Characters] will comment if you run around bare,” Starks said, guffawing. “A lot of [the story] is based at the moves you’re taking in the game. If you kill someone that [another character] cares about, they may be truely going to be very opinionated. Felix is kind of this satisfied-go-lucky, violent anarchist, so he would not like it if you’re siding with the Board and doing their propaganda stuff.” How you gift your self can impact others’ notion of you and, in flip, alternate what options you’ve got with the stated man or woman going forward. Approaching a peaceful town with all of your guns out isn’t always the great first influence, for instance. “They’ll ask you to position your gun away in case you’re in town,” Starks stated. “They’ll say, ‘Whoa! Watch where you’re pointing that thing!'” Though it would not have as most important an impact on questlines and the overall story, characters will react to whether or not you’re a person as properly.
Managing how others perceive you is critical because you may lose out on sure quests and storylines in case you power your companions or other important NPCs away. “The partners are like real human beings,” Starks stated. “They have evaluations on things. Companions have their very own quests and you may determine which way you need to push them for the duration of the quest, but you may also fail the quest primarily based on the ones selections.”
Losing a companion, whether or not they simply go away your squad or outright die thru permadeath within the difficult Supernova Mode, is a loss in terms of both story and fight. Your allies aid you in struggle, and their personalities offer help at some stage in conversations. Similarly to Mass Effect and Dragon Age, partners will interject their opinion into certain conversations during the main campaign. Building a bond with someone permits you to show to them in the course of hard communicate tests to offer their knowledge and help you handle troubles in precise methods. So selecting who you travel with on a assignment extends beyond which guns and perks they have. You (unluckily) don’t have the choice to cement your connection with someone with romance, however traveling with precise companions and befriending them does let you get to realize them higher.
In The Outer Worlds, your choices and errors can motive your character to develop a Flaw. As the call implies, it nerfs your character in some manner. However, every Flaw additionally offers a helpful perk. For example, in case you die to a bunch of robotic enemies in a short quantity of time, you may free up the Flaw Robophobia. If you pick out to accept it, you may conflict in opposition to robot enemies but benefit something helpful in return.
“The fear ones are pretty commonplace,” Starks stated, adding that there are “a few different types.” There are even ones that may account for any errors you would possibly make within the person creator. “On considered one of my latest playtests, I desired to make a Dumb man or woman so I ought to see the Dumb talk options as I became going thru the exceptional regions of the sport, however I forgot to lower my Intelligence within the person writer,” Starks said. “But then I really took enough damage [to the head] that I become provided the Permanent Concussion Flaw, which lowers your Intelligence but additionally offers you the Dumb tag. So it totally worked out!”
In this example, Starks explained she changed into then able to make silly remarks all through conversations–establishing up an entire new tree of discussion alternatives–but her decrease Intelligence avoided her from using technological know-how weapons. In every other example, growing a worry of the dark supplied a welcome perk but at the price of dropping out on sneaking into an enemy stronghold via the unlit lower back alley. You want to suppose ahead in terms of Flaws, as some thing that does not appear very crucial early in the game may have outcomes hours later. “You don’t ought to take a Flaw until you’re playing the hardest difficulty, that is Supernova Mode,” Starks stated. “But if you select to take a Flaw, it’s miles with you for the relaxation of the game.”