![]() ![]() McPhee says “it made such a difference” when the files got into the game after the many studio sessions. The delivery of this humour is helped by the fact that everyone in the game is voiced - except for the player character. ![]() McPhee tells me that most mission names “are references to golden age sci-fi short stories,” the one I saw being ‘Slaughterhouse Clive.’ Cute! Expect a lot of love letters to classic Sci-Fi. McPhee says that instead of having a crucial decision to make at the end that decides everything, it's a bit more nuanced than that - you’re more making lots of decisions throughout the story that will ultimately cater your playthrough.Īt least you'll have a reason to play through it again and again, though - that Obsidian humour that you may have come to love and respect from games like Fallout New Vegas and South Park: The Stick of Truth. “Even our playtesters are eager to just jump back in and try a different thing and keep going,” McPhee tells us. Obsidian Entertainment knows gamers value that sweet, sweet replayability. Once I wrapped up my demo session- playing The Outer Worlds hands-on at E3 - I sat down with Narrative Designer Dan McPhee for a quick chat about his work on the upcoming RPG.įirst off, I asked about the postgame - why not start at the end, right?Īccording to McPhee the game has a very static ending like Fallout New Vegas - you’ll see vignettes that go through what happened to each character or faction in the game - but there’s plenty of reasons to come back once you wrap The Outer Worlds. ![]()
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