Persuading a character wasn’t simply a case of upgrading my Dialogue skill and choosing the most complimentary speech options. My favourite skill of all though was the dark art of persuasion, as I sweet talked others into doing the dirty work for me and convinced trigger happy characters to set aside their guns. Or instead, you could become a computer wizard, hacking computer terminals to open sealed doors and configure the artificial intelligence of guard ‘bots so they fire at their mechanical mates. With enough stealth skill points applied, you’re able to sneak and lockpick your way through enemy-riddled buildings without detection. The Outer Worlds can’t be accused of the same sin, with the opportunity to avoid combat altogether persistently present. While the likes of Fallout 4 promised players the opportunity to adopt any playstyle they fancy, it still felt very much like a classic run-and-gun shooter with extra features tacked on top. ![]() Put simply, Obsidian is beating Betesda at its own game. ![]() What’s more of a shock is The Outer Worlds isn’t merely a New Vegas sci-fi clone, but a vastly improved RPG venture that feels like a significant but natural evolution nine years later. That’s no surprise given the game’s creator, Obsidian Entertainment, was responsible for the hugely popular Fallout: New Vegas. From the Dungeons & Dragons style character sheet to the branching create-your-own-adventure mission structure, the influence Bethesda’s RPGs have had on The Outer Worlds is unmistakable.
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