Some minor spoilers for Outer Worlds mechanics and ideas
Got some in cuz who knows what day it is.
Met Abernathy, immediately went magpie. As you likely did as well.
Cleared out “abandoned outpost” and got a letter saying there are books by the river.
Hit the community center, retrieved the supplies.
Found a couple of abandoned houses.
This game manages to nail the thing I found in (gonna do it again) Fallout 3, using happy looking things to be creepy as hell. All these friendly notes damning people to a life in a fish cannery, the happy EVICTED! bars…creepy.
I also see we’re gonna get Weighty Choices. Give the stuff to Abernathy or to the person claiming to be doing the greater good who may well just arrest me. Hmm. I have a feeling that, no matter what, something bad is going to happen to someone that doesn’t deserve it.
I hate that.
What did you do?
I gave the plague medicine to what’s-her-name. Even if Abernathy isn’t a hypochondriac, as she claimed, she did promise to give medicine to more people, where he was going to keep it for himself. Trying to help the most people here…
In terms of the retro-futuristic look…another thing this kind of reminds me of occasionally is BioShock. Not really in the story thus far, but the look and feel. That creepy-cheerful aesthetic.
That’s how I was leaning, too.
Ooo! True. And THAT’S where the vending machine concept was from! I knew I had seen that somewhere before! Bioshock had those, right? With the creepy clowns?
I just looked at imdb to see what else they’ve done and all I noticed is that fucking ALOY is in this! Who also did Chloe from LiS!
Can’t wait to meet her. She’s good.
Oh, is that Aloy? Huh. I think I’ve met her.
Speaking of which, if you’re going to be out there fighting marauders (and you are), you might want to poke around town a bit more first. Just because you might pick up a companion, who might be handy with a weapon.
Yeah, the vending machines are very BioShock. I keep thinking “kill your cravings with the Circus of Values!” Creepy-cheery music, lights, very charming and eerie. But also a handy mechanic! Saves having to put a random trader out there in the middle of nowhere, yet allows you to unload loot!
Ah, crap, I should’ve poked around more? Damn. I figured that plopping that quest right there where you were going to find it that soon was a cue to go do it. That and I was broke. I could use a companion. Is she hot?
Now I’m out in the middle of nowhere! I guess I can fast travel, but I want to find those books.
I’m broke because I keep finding shit that might be just “sell it” loot, but it looks kinda sorta like quest loot. Rings. Necklaces. A music box. A lot, if not all of it is “sell it” loot, but it’s unclear, and I’m still smarting from my idiotic selling of the swornbreaker. The one thing I sell will botch a quest, I’m sure of it.
Aloy/Chloe plays someone named Holcomb. I have not met her, but the merchant told me to stay away from her.
When a random merchant says “Stay away from the actress who has top billing,” find that character.
Oh yeah, that’s her.
Go poke around town, you’ll meet her. And get some quests. Possibly relevant to some of the items you might pick up.
I think most of the jewelry is junk. At least, when I hit “sell all junk” and it goes away, I figure I didn’t care about it. I did like Divinity’s helpful notation of some items as “useless but pretty. Sell it.” See, I know what to do with an item labeled that way!
See, though, it lets you mark things as junk. I never marked anything as wares in DOS2 because what if I messed up?
Watch, the swornbreaker was the only think I labeled as junk.
All I know is I don’t have enough money.
I see, in this game, the pull between spending all of my money on health and all of my money on lockpicks and hacky things, or whatever they’re called.
I have plenty of money considering I haven’t bought anything yet. I have plenty of healing from loot, and I can’t buy lockpicks until I learn to hack vending machines, or something. (I can see them, but I can’t buy them!) Then, it’s going to be all lockpicks, all the time. But right now? Nothing worth buying.
Dude, I marked things as wares all the time. Your Swornbreaker was probably just cursed.
The merchant dude had some lockpicks!
Man, those things are like gold.
I do kinda like that they’re limited, though. I usually pick every lock I can (as I’m sure you do), but making it more strategic, more “Do I take the risk this bin is worth it?” is a a kinda cool mechanic.
Yeah, it is kind of interesting to have to think carefully about picking locks. “Is this going to be something good? Ideally some more lockpicks?”
This is a bit like New Vegas…I remember a number of instances in that where I didn’t have the lockpicks for something and had to think “OK, I’ll come back…except I never will because I’ll forget where this is.” Although if I recall correctly picking locks was a mini-game in New Vegas, and you could also break lockpicks, so that was a different level of sometimes-frustration.
At least it gives you XP for using the skill here, so even if it was only a few bits and some ammunition, it’s not a complete waste.
Except I always have this awful, sinking feeling of “If I pick this bin, will I not have enough to pick a door I need to pick later for a quest?”
Yes, I too know this feeling, but by this point in my game career I have reached the point that I can also think “if there’s a quest that involves picking a lock, there will be a way to obtain lockpicks.”
Take comfort in the metagaming, my friend. Let the fact that people basically know how to make games that won’t drive us insane over inventory management errors soothe your fears.
They have other ways of driving us insane, after all.
True. And character specific ways. Just that community center: You could pick it if you were that good (I wasn’t), you could hack the computer if you were that good (I was), or, I learned from the computer, you could just shoot the fuck out of people on the second floor. Nice design.
I also liked that you could sneak in the back (which I did).
Though, on sneaky creativity…..
This game suffers from a terrible flaw that so many Bethesda/Unreal engine games do: jumping is so fucking hit or miss. I have no idea what I can jump to, jump over, jump from. I find myself trying jumps over and over, and sometimes I succeed, which sucks, because the next time I’m all “So….is this impossible (which is frequent) or do I just suck (ditto).”
Re: jumping–YES. The distinction between “this is not possible so go do something else” and “this would be possible if you did not suck so keep trying 8700 times in hopes you will eventually not suck” could stand to be a lot clearer.
But the existence of multiple ways to get into places, yes, I like that. I eventually just crept very quietly in the front, slashed the first couple of guys to death in Tactical Time Delay without alerting anyone, and then hid around corners while my companion helped me pick the rest of them off. But being able to do other things is good!
I went around back, went through a mine field, found a BADASS energy gun, spent a lot of time trying to get on the roof (because there were crates stacked up like stairs, thus implying this was a possibility), gave up and went in the kitchen door.
I keep forgetting about that tactical time shit, which is bad because I get the sense the game really, really wants me to use it and has designed fights with that in mind.
I often forget it too, but it’s kind of cool when I remember. Lets you really slash the heck out of someone before they can fight back, which is nice when you’re a weak, non-fightery type who doesn’t normally excel at melee combat.