![]() I don't really understand the 86 metacritic score, I don't see what in this game is deserving of that score.A character that achieves this has to be so lacking in intelligence that they get the special "dumb" dialogue options, so it's something that players will have to actively plan out in character creation in Outer Worlds, run their character into so many land mines that they get the "Permanent Concussion" flaw, or abuse some negative status effect items in the game. Despite being a relatively short game it still manages to be mindnumbingly repetitive, there's just no depth to anything in the game and it never evolves into something bigger and more interesting. It's really sad that you've seen everything the game has to offer in the very first area, Edgewater. Stolen items are not marked as stolen and even if you get caught you just need to pass a very low speech check (15 in intimidate, lie or persuasion iirc) and all that happens is a small faction reputation loss, which basically does nothing. You can basically become great at everything without even trying to min-max. The game is too forgiving with its leveling. All stuff you'd typically expect from an open-world title. What I mean by this is that there's a lot of very similar interior layouts copy-pasted throughout the area, quests are mostly fetch quests in structure and the game holds your hand with pinpoint accurate waypoint markers. It's definitely harder to keep your companions alive on supernova than it is to keep yourself alive.ĭespite the smaller sized "hubs", the hubs still feel like mini open-worlds in design. Game is really really easy even on supernova, most enemies pose no challenge. Most of the characters that aren't your companions are forgettable. The tinkering/crafting system is really basic and uninteresting. This ties mostly into the perks being really boring.Įnemy AI is bad and the enemy variety is low. It makes leveling up feel pointless.įlaw system, while neat in concept, ends up being shallow. Perks are really boring and unimaginative. No real incentives to exploring, for reasons mentioned above. The game throws a lot of consumables at you that you wont really ever need to use, even on supernova. You basically loot the same dozen or so items over and over and over again. It has a lot of potential and I think this first outing only scratched the surface. I'm hoping it spawns a series that can have the budget and manpower to be as big and deep as it deserves. The game feels like a low-budget love letter to fans of New Vegas, KoToR, and Mass Effect. I just started a second playthrough with a dumb character and I'm interested to see the dialogue options. It definitely sounds like I'm trashing on the game, but in all honesty I liked it. I spent around 30 hours on my first playthrough and believe I did nearly everything the game has to offer. Main quest is under 15 hours, probably closer to 10 if you rush it. I sold off over 100 adreno because it was taking space and still finished the game with over 40 on hand. ![]() Adreno is handed out like candy, which makes healing way too easy. Money doesn't really matter, everything you need can be found in the game world and the only thing I ever felt the need to buy was mods, and even those very rarely. I really liked Parvati as a companion, but her quest only focused on her getting a girlfriend which seemed super trivial compared to everything else I was doing. ![]() The only remotely challenging area is the final mission if you choose to just gun your way through it.Ĭompanions are okay, but most of their quests are lame. ![]() There is very little reason to explore outside of the areas you are directed to by quests, all you are likely to find is the same gear, ammo, and supplies you'll find everywhere else in the game.Ĭombat is ridiculously easy on normal difficulty and only stays difficult on hard for a few hours. Once you are five hours into the game you've seen nearly everything the gear has to offer, outside of a few unique pieces of equipment which don't have unique models, just names and effects. There's a very limited selection of guns and armor that each have two upgrade versions, 2.0 and ultra. Guards should notice when you enter or leave a restricted area and your holo disguise turns on/off. Holo disguises need to fail if you run or get close to an enemy and need a lockout timer so you can't refresh them by taking a half step outside of the restricted area. Enemies need longer and wider vision cones and need to react to more than just weapon noise. The AI is braindead and stealth mechanics are insanely forgiving, combine that with the holo disguises and there is almost zero challenge to stealthing/stealing/pickpocketing/etc. I enjoyed it overall, but it has a lot of issues. ![]()
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