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We're about to record the second chapter of our community game club on The Outer Worlds and need your thoughts! Please leave a comment with your specific feedback on the game up until you land on the planet Byzantium, please don't spoil anything after that moment.

We're looking for specific thoughts on the game from the point you land on Monarch up until you land on Byzantium. As always, get specific. The more specific your take, the higher likelihood we'll read it on air. Let's dive in deep and talk about character lines, RPG systems, weapons, enemies, etc.

This game club discussion will be airing on Wednesday as a public YouTube video with the audio going in the exclusive audio RSS feed. Subscribe to our YouTube channel, refresh your memory with the first episode of The Deepest Dive, and get ready for a fun discussion on Wednesday! https://www.youtube.com/minnmaxgames

Comments

Anonymous

I have to admit something to MinnMax. I really don't like Bioware games. Ive played several of them for several hours each and i always turn them off. The reason, you ask? I do not like games that are heavy with dialogue and dialogue trees. For me a game needs to have more action than talking. As a kid, I would skip through all text in a game and that tendency has stayed with me a lot as an adult. But....not with The Outer Worlds. For some reason, I want to engage with every NPC and exhaust every dialogue option available. Each time I level up, I'm pouring the majority of my stats into Dialogue. I don't know if it is the writing or the voice acting, but I'm shocked i want to play this way. So far, stands out are Pavarti, Graham and the Vicar. Even with the stiff animations during the interactions with these characters, the voice acting makes them feel like real people.

Anonymous

I still find the combat and looting disappointing, but continue to try to get into every room because the logs and ancillary world building is really rewarding if you seek it. What keeps me moving are the options available and responses so far to my decisions. In Edgewater I gave the power to the Botanical Labs because of the portrait the logs painted of The Board. That lead to a cool moment where I entered the town — now without power for the plant — to collect what I needed for my ship facing an angry settlement fully aware of what I'd done. I walked in and grabbed what I needed and they understandably attacked me, essentially fighting for their lives as I ripped away their primary source of survival. This botched a few quests I had yet to complete including adding the Vicar as a companion and turned Edgewater into hostile territory where the people I had been helping now attack me on sight :( I can't think of another game that has responded to my actions in a way that made me think very differently about the next choices I made. Now on Monarch, after following the quest lines of the two main factions, I find myself much more tentative. With both sides asking me to retrieve the targeting module from the crashed ship and give it to their side, I decided to grab the module so neither side could retrieve it on their own and just bounce. I may still go back and do something but I'm not ready to make such a big decision yet. The same uncertainty has me starting the quest line to turn Phineas in because I want to free the people frozen on Hope, but I'm not sure what Phineas' true motivations are. Not sure what decisions I'll make but I hope the game continues to make the outcomes messy and difficult because its engaging. Maybe this will eventually come into play but I would like to see the companions have more opinions about the decisions you're making. Parvati gave her thoughts before the first big decision but I screwed over Edgewater, probably hurting friends of hers, and she still stuck with me. I'll explore that with other characters going forward by speaking with them but it would be great if the outspoken ones chimed in and maybe even left your crew if they don't agree with what you are doing.

Anonymous

One of my favorite moments from this section of the game was the quest “BOLT With His Name”. I encountered an Iconoclast runner locked in room. Based on the flow of the initial dialogue, I thought I would have to go find her friend with the key to open the door. However, my Engineering skill was high enough where I was given a dialogue choice to tell the runner to TURN THE DOOR HANDLE UPWARDS to unlock the door. The runner opened the door from the inside and I was able to complete the mission. This quest really showed off the variety of ways to complete a task and the great writing and humor in the game.

Anonymous

"Time and budget"? More like "infinite time and massive budget"! I'm increasingly blown away by the scale of this game, especially given how sheepish the devs were about how we shouldn't expect much because of their limited time and budget. When I first arrived in Stellar Bay, I thought "Wow, this is an even bigger town with even more side quests". It took me a few hours to do everything in the town, and when I finally walked outside the town walls, I immediately thought "Holy $#!%, there's even more. This planet is gigantic." It feels like the scale of the game has really expanded on Monarch; not only is there Stellar Bay, but there's Amber Heights, Fallbrook, Devil's Peak Station, the boarst factory, and on and on. So much content. I have to say, I think Obsidian really undersold and overdelivered with this game.

Anonymous

P.S. When your patron email last night said "We're about to record the second chapter of our community game club", does that mean "about to tonight" or "about to sometime tomorrow" (i.e. today)? Just curious how quick on the draw we need to be with sharing our thoughts.

Anonymous

Hey Twonners, Have you done the companion quests? All I have left is Ellie, which starts in Byzantium, and Parvati’s, which ends in Byzantium, and I was pretty let down by the Max’s, Felix’s, and Nyoka’s quests. Parvati is such a great character and her companion quest is so unique that it raised the bar pretty high that the others didn’t come close to get over, especially Max’s. What have you thought of the companion quests?

Anonymous

I'm really enjoying the game and the world building that Obsidian has built, but do any of you find the armor/weapons to be uninteresting? Getting new loot isn't super exciting to me despite enjoying the rest of the RPG systems because it feels like I get the same rotation of 4-5 weapons and armor pieces over and over again.

Anonymous

Hey 2 N Crew! If you do the Sublight quests for Lilya Hagen on Monarch, you eventually deliver a huge amount of Alta-Vitae gas to her. You deliver a total of 120 cubic units which she says will sell for "a million a pop". For all your hard work, you are rewarded with a measly 2,000 bits and even if you make a persuade skill check of 100, all you get is an extra 500 bits! So out of a 120 millions bit haul, I got a puny 2,500! I know that the reward had to be small to avoid economy bloating and ruining gameplay but I chose to look at it from a roleplaying perspective; my character got screwed on that deal! So, when Lilya started yammering on about aliens, I just cut her off and walked away, determined to find way to get back at her for cutting me out of the profits. Have you guys had any moments like this where you do a 180 on a character or faction?

Anonymous

Hey guys! I'm really enjoying playing through the Outer Worlds with everyone. Two things I've noticed in my play through that are somewhat related are: 1) I've been trying to do a more stealthy play through but I've noticed how difficult it is in this game. I usually find myself looking around for ways to go the stealthy route but end up getting seen by an enemy then having to kill everyone only to find the stealthy route after the fact. I'm not sure if I don't have enough points in stealth or if I'm just bad at this game but I find myself wishing these routes were easier to identify. Which leads me to my next point... 2) There's been a lot of talk about the design and color in this game. While I'm usually a fan of lots of color in games, I find this to be a little overwhelming. It seems like there isn't enough contrast between the bright colors to identify what I'm looking at. Everything seems over saturated and it makes it a difficult game to "read." I don't always know what ledges I can climb up or ways I can interact with the environment. My biggest complaint about the game is the lack of subtle design queues to guide me to a certain path. A game I think that does a great job of this is Dishonored. It doesn't explicitly guide you in one path, but it's usually clear what parts of the environment you can interact with. I don't get that same sense with Outer Worlds and end up wasting a lot of time looking for fun ways to approach an encounter only to end up getting caught and having to go in guns blazing.

Anonymous

Hey guys! I'm loving everything about the Outer Worlds so far, but I felt like Monarch was almost a little TOO big and expansive compared to what we had seen before. Going from point to point had a great feeling of exploration early on, but as the quests started to take me back and forth from one end to the other, it started to feel like a bit of a slog to get where I needed to go. And fighting hoards of Raptidons and Mantisaurs almost exclusively the entire time started to make it feel like an unnecessary grind that only served to slow my progress. I would love to hear your thoughts on how well balanced you guys thought Monarch was in general in terms of size and combat, and if there is anything you would change about it if you could. Can't wait to finish this one and see what happens!

Anonymous

Can we talk about the science weapons for a minute? They are incredibly fun to use but the way you get them is lackluster. I appreciate Obsidian wanting players to get the most amount of time with these things by introducing them early but all these weird, wild super weapons are all just kind of laying around. All of them feel like they should be the rewards for creatively unique side quests but all they end up giving us is the exact location and a checklist. Did y'all appreciate the simplicity or would you have preferred something that made the weapons feel earned?

Anonymous

*Edit, my name is pronounced "Luh-Ray" I'm from Woodbridge, VA* Hey MinnMax, keep being Minnesota to the Max! (Dad joke out of the way) I wanted to write in! This is my first time participating in a Deep Dive as a writer, but have listened to every other shared gaming experience that you guys have worked on. Let's get down to brass tacks: I want to drill down specifically in the game's overall framing of the central conflict. I have seen (and heard) several people make the argument that the "'Capitalists vs. Anti-Capitalist' rhetoric is reductive and oversimplified!" (Requesting Seinfeld voice here for quotes.) I would argue that is not the central tenant of the game's argument. It appears that the argument is one for a purely corporate structure to society or a more natural existence. Sort of a Nature vs Nurture scenario. I would submit to you this: On Terra-2 you had the factory and the farmers. On Monarch you have MSI and those that live in Amber Heights. The people of Amber Heights live in a lawless society but off the land. However, there are three guys in a Merc group called C3 protecting a cave. They ask you "Who do you work for?" and your response can be "I'm the CEO of a company of one." Prompting a response on how awesome that is. Though these three are seen as complete chuckle-F***s by other NPCs, for whatever reason. My question: Where is the central conflict of the game spotlighted? Are we getting it all wrong?