The Outer Worlds Preview Notes Gunplay is better than Fallout 4

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    <pre><pre>The Outer Worlds Preview Notes Gunplay is better than Fallout 4

    Obsidian & # 39; s The outer worlds will be released this fall in the Epic Games Store, PS4 and Xbox One. It is not a game that I am enthusiastic about at a distance, but people hanging out in the OAG community seem to be aware of it, especially because of the similarity Borderlands and Fallout. Recent preview images have been made available for those gamers – worth more than an hour to be precise – to give you an idea of ​​what the game will look like and what you can expect from the upcoming title.

    YouTuber MrMattyPlays has several videos on The outer worlds, including how the leveling system works, how the dialogue trees work, how the search works and whether or not the gun is coal or gold. You can view his shortened thoughts in the 15-minute video below.

    So there are a few things that need to be discussed, but the first thing I want to talk about is the gun game. It seems that many games are degenerating when it comes to solid gunplay. The weapons look stupid or uninteresting, or they look realistic, but with stat-based mechanics and reloading that takes place faster than Zeus's cheeks, can turn pink after a dripping fart of lightning falls from his anus and onto an unsuspecting Athens falls below.

    I can actually say that based on what is shown in the 15-minute video and the value of the longer hour of footage, the guns look good, the handle looks good and the reload looks smooth. The weapons also seem to cause sufficient damage with satisfactory results. It is not perfect, but it looks more attractive than we have seen Borderlands 3… In my opinion.

    However, melee fighting is one of the game's weak points. It is pointed out that you hit and hit enemies, and they don't really respond to the hacking and hacking of their mushy 3D bodies. A shame actually, but everyone who plays first-person games often knows that melee fighting is always a weak point in those titles. They are either one-off attacks like the stealth kills Dishonored, which looks good, or you just moan at enemies and grab them with your hands like Joe Biden grabs young girls during a photo at the Knoxville Catholic High School.

    Anyway, there is still room to record better hit responses to the melee weapons and perhaps better sound and visual feedback of the effects before the game comes out. Even still, you can take a look at how the fight works with the hour-long gameplay example below.

    As you can see, the pistols look much more effective and they behave much smoother than how they handle Fallout 4, who often has clumsy or spastic looking shootouts.

    Another thing MrMattyPlays puts forward is that the game is not just about one range from one shooting range to another. You go on a quest, shoot some and talk to NPC & # 39; s, explore an area or look for things. As you complete missions and build (or destroy) relationships, you get faction reputation points, no different than in the Elder Scrolls. MrMattyPlays, however, compares it to the light and dark meter that forms your character Knights of the Old Republic.

    Almost every location has something useful there, so it's not like it's just dead ends and shiny rocks. With some of these quests you can upgrade your character, or they can be used to follow questlines for your NPC companions.

    Now one of his concerns was that one of his companions did not communicate much or spoke much, and he feared that NPC companions might stop talking altogether once you complete their questline, which would be a real shame for people who love talkative comrades .

    Again, since this was an early build, we don't know if Obsidian could fix this feature later.

    Companions can also be modified with new armor and weapons that you can unlock or earn while playing. Because the game is in the first person, the visual adaptation of the character is limited to an absolute minimum, and rightly so. If you can't see your character in the game, it makes no sense to create a number of player character models that you can only see when you equip things. It is meaningless.

    At the same time it seems strange that the companions are the ones with all the adjustment options, because you don't play your companions.

    Apart from that, the game looks like a mixed mix of Fallout 4 meets Borderlands. If it seems like a repetitive idea, it is because that is exactly what The outer worlds looks and plays like.

    Apart from the silent cities, which I am sure Obsidian will solve, and a few other bugged menus, there were not many drawbacks mentioned in the preview.

    I still have a strong sense that this is one of those "diversity-driven" games because of the companions they have presented so far and just a few of the developers' comments about the story and building the world – none of it is good with me. Even if you are interested in this game, you can search for it later this fall on October 25, 2019.

    (Thanks for the newest GuyverOne)

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