Obsidian has slowly but surely become a reliable source of great narrative driven role-playing games, with recent efforts from the studio presenting tales in the sort of isometric perspective made popular by computer games of the late 1990s. Mostly with fantasy settings that would have every D&D fan in a 5k radius reaching for their multi-sided die. The Outer Worlds differs in that it feels more like the studio’s output from the subsequent decade, namely with the one-two punch that was Star Wars: Knight of the Old Republic II and Fallout: New Vegas. And to a lesser extent Alpha Protocol. With veteran developers from the original Fallout-era at Interplay on board, The Outer Worlds presents a very Fallout-style experience in space. And really, that was enough for this sci-fi RPG to become one of our most anticipated releases for the year.
Outside of its genuinely funny satirical story and memorable cast of characters one of the more surprising aspects of The Outer Worlds was the fact that it’s a Fallout-style game without a litany of bugs, glitches, or engine quirks. Developed using Unreal Engine 4, it’s also a looker - presenting a vibrant series of galactic objects to explore, stunning skylines to take in, and strange alien creatures to deal with.
We just wanted to personally thank our team for doing a wonderful job and our fans for their tremendous support.
And Tim would like to say what an honor it was to work with me. – Leonard
Whatever, Leonard. Now that we’ve finished, I expect that certain photographs will be destroyed, as per our agreement. – Tim
It’s The Outer Worlds dark comedic undertones that are the most, well, Fallout. Set in the distant future, one where humanity is colonising distant worlds and systems, the story begins after you’re awoken from hibernation to discover that life in the corporate run Halcyon system is not as idyllic as it seems. Or should be. Beginning your journey to ultimately try and un-freeze those aboard the long-lost colonial freighter called Hope, you’re set loose in the almost wild-west frontier town of Edgewater - run by well-known maker of mass-market goods, Spacer’s Choice.
A town where all citizens are company born and bred, to the point where they’re more like commodities and assets tucked away in a space-age spreadsheet than individuals. A Spacer’s Choice town where the value of an employee is determined by the bottom line. Which in turn determines their allotment of things like food, water, and medicine. There’s a level of indoctrination on display from the get-go that verges on the bleak and depressing, but thankfully it all quickly becomes darkly comic and vibrant – thanks in part to the colourful visuals, alien flora, skies filled with celestial wonders, corporate propaganda spouting amusing taglines, and the engaging dialogue.
The @OuterWorlds is enhanced for both Xbox One X and PS4 Pro. It includes 4K textures and resolution on Xbox One X and PC, and upsamples to 4K from 1440p on PS4 Pro. It looks great across all platforms and we’re excited for players to experience The Outer Worlds on October 25th.— Private Division (@PrivateDivision) October 16, 2019
Character development is a huge part of the game. Every decision you make -- whether it’s accepting someone's kind offerings for a job well done or blasting them in the face to steal their loot -- will all affect the way the character evolves and is perceived in the world. You could find yourself hated by the masses and not trusted, or you could find yourself respected and loved as a compassionate individual. This all plays to how the story unfolds for you.
“We have a bit of dark humor in this one, and that does come a lot from our game directors Tim [Cain] and Leonard [Boyarski],” explains Lead Designer Charles Staples. “Tim is really the silly slapstick; big fan of Futurama and The Simpsons, while Leonard's more of the gritty darkness [of the game]. So sort of how they collaborate and work together gives us that dark humour where we try to make sure that even the silly things or the fun things in the game have a dark undertone to [them], but then the dark moments still have some lightness and brevity, because we don't want to just bombard people.”The full interview preview feature has a lot more and the game, according to Paul (yes my brother), is shaping up nicely. Clieck her for our full The Outer Worlds interview feature.