THE OUTER WORLDS | TONS OF NEW INFO! You Can Kill Every NPC In The Game, & Lie To & About Everything

THE OUTER WORLDS | TONS OF NEW INFO! You Can Kill Every NPC In The Game, & Lie To & About Everything

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Published on ● Video Link: https://www.youtube.com/watch?v=RmzhcYs75D0



The Outer Worlds
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Review
Duration: 5:32
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When The Outer Worlds is Released on October 25th, 2019, there is news based on new trailers, gameplay, and etc that you will be able to kill every single NPC in the game as well as lie to and about everything!

This video was able to be made in great thanks to these Patrons!!:
- Ethan McDonald
- Shane Kruse


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Part Of Transcript:
For those of you who are craving an extremely detailed, and very open playstyle RPG this year, well it seems like the outer worlds is definitely going to be the game for your. Today I want to talk about two very cool large bits of info about this game, that was reported by two news outlets who got the chance to play the game recently. This includes how you’ll be able to lie your way through pretty much the entire game, as well as be able to kill every NPC, and still beat the game. So first to start off, lets look into that oh so fun controversial human characteristic, the ability to lie.

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Since this game is indeed made by the guys of the original fallout games, and fallout new vegas, those games allowed you to kill most living beings, unlike the fallout games made by Bethesda game studios, and that tradition stands here as well. In the outer worlds you will be able to kill every single NPC you want, and still end up beating the game. Fuuny enough, this has actually made the development of the game 10 times harder than it would have been otherwise, according to senior designer Brian Heins who said that being able to murder anyone makes it almost developmental hell, as they have to have backups in place for every critical quest giver or NPC. He gives a specific example here where he states,

“Anyone you see, you can kill, [so] there’s got to be a way to get whatever they were going to give you, whether it’s a terminal entry or you can loot something off of their body or there’s a chest in their office that you would now lock-pick to get the information from. We gotta start figuring out all of those.”


“When we’re looking at the quest itself, we have to now have updates that will fire to show, ‘OK, you got this information by doing this,’ and make sure that the [dialogue makes] sense. For example, you can’t have an NPC saying that you bought an item from someone when you ripped it off their cold, dead body. So that adds complexity [and] also the localization budget goes through the roof.”

If you’re like me then you’re probably wondering how is it even possible to make sure all variables are accounted for and that the player can actually beat the game. Well for this Mr. Heins said,

“We start off with the area designers creating a general stub for a conversation. Like, ‘Here are the various options we want to make sure are accounted for and [are] covered by the NPC. And we try to include all the various death states in there.”

“From there, the conversation goes to the narrative design team, which fleshes out the details into a full-length, human-sounding back-and-forth. “Usually what happens at that point is then QA finds bugs. ‘Oh, we gotta have this whole other branch of conversation for this [possibility].’ So a conversation that they started out writing as very compact and concise now starts growing much bigger, because they have not had to handle a lot of other states.”


“When we’re in the middle of bug fixing, everyone wants to make an easier game. But as soon as we start pre-production, we start talking about like, these are the games we love. So as much as we regret it — what we’re gonna have to do with all the bugs — I don’t think we’d want to make anything else.”


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Tags:
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The Outer Worlds Gameplay [4K]
The Outer Worlds - Gameplay Trailer | E3 2019
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The Outer Worlds: 5 Things I Absolutely LOVED!
1+ Hour of Raw The Outer Worlds Gameplay
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