![]() ![]() This tutorial mission leads to the Unreliable, a ship that serves as a personal hub throughout the experience. The game will run through a tutorial mission that teaches the ins and outs of movement, stealth, dialogue, and both melee and ranged combat. Players create their ideal character both aesthetically and by allotting skill points to shape how they wish to play. Once given control things begin in similar fashion to many open-world games. This kicks off a journey that sees players trying to make sense of a world that, on the surface seems stable, but is struggling against the immense pressure of corporate greed. Their immediate goal, given by Phineas Welles, the stranger that wakes them from cryo-sleep, is to head to a nearby colony to secure resources and wake the remaining passengers aboard the ship. In The Outer Worlds, players find themselves waking from hibernation after the ship they’re traveling on goes dark and is abandoned. Seemingly insignificant moments will come back to bite hours later, and hindsight will force players to second guess their choices and fire up another run. ![]() From its first moments until its last, players will be asked to make decisions which will alter how the story plays out. ![]() Experiences like this often leave me thinking about them long after I’m done, and such is the case with The Outer Worlds. The more I’m asked to invest, the more I expect to receive in return. Nothing makes me buy into a game more than knowing my decisions have an impact on the outcome. ![]()
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