Another media event, in Australia this time was held, where among big publications a few others also got to try the game out.
The Outer Worlds Preview – Living Your Best Life - PowerUp!
Having recently replayed Pillars of Eternity on Switch and patiently waiting for Deadfire to be released, I've refound my love of deep, complex RPGs. One thing both of those games have in common is that they're developed by Obsidian, as is The Outer Worlds. There's no developer working today...
powerup-gaming.com
Aiming, firing, ADS; it all feels exactly the way you expect a shooter to feel. There’s none of that awkward gameplay that comes from an RPG developer attempting to create a satisfying shooting experience. The Outer Worlds IS a satisfying shooter experience.
It also happens to be an incredibly complex and deep RPG.
Using Tactical Time Dilation (VATS) you can slow down the game to focus on specific enemies and cause status effects. You can Blind, Stagger, Maim and Cripple (amongst others) as well as Burn, Electrify and more. First-person RPGs don’t usually go into this level of detail when it comes to combat and it’s refreshing that The Outer Worlds does.
What’s better still is just how well it works. Learning to use both the standard shooting mechanics and TTD together happened quite rapidly and when I had the hang of using both in concert, I was having an incredible time. By aiming at specific enemies and causing them status changes, I could buy myself time, or remove them from the fight for a time so I could focus on a larger threat.
The Outer Worlds - Pre-Release Hands-on | Player2.net.au
The Outer Worlds - Pre-Release Hands-on. Matt from P2 spent a few hours with Obsidian's The Outer Worlds and has reported back to talk about what he discovered
www.player2.net.au
During my time I stumbled on a few side missions, all of which featured the trademark Obsidian writing style. One feature a bunch of drug-addicted cannibals looking for their next meal while giving off a disturbing “Deliverance” vibe and the other had me resolving an industrial dispute between a brash group of employees and an embezzling foreman. What struck me most was that in these missions there was no clear right or wrong path. They both showed amazing shades of grey in the writing, which very much put me in the mind of Alpha Protocol’s murky approach to morality. I hope this carries throughout the game because I love the idea of games encouraging players to forge their own path and not just follow the lines of good and evil.