|
Your donations keep RPGWatch running!
RPGWatch Forums » Comments » News Comments » The Outer Worlds - About Companions

Default The Outer Worlds - About Companions

February 22nd, 2019, 15:54
GameInformer looks at the companions of The Outer Worlds.

You encounter them early
Opportunities to recruit companions are front-loaded, to avoid the sense of under-developed characters joining late in the journey. "You encounter all the companions in the first third of the game, because it's no fun getting a companion in the last hour," co-director Tim Cain told us at the game's unveiling.

They help in battle and beyond
You can bring two companions along with you when you leave your ship. In addition to their unique special attacks, you can also give them weapons to steer their approach to combat. You also benefit from a portion of each companion's key skill scores; if a lock is too difficult for you to pick alone, bringing the right companion might give you the boost you need. If you need an even bigger boost, you can take certain perks to increase how much you benefit from your allies' aptitudes. "We realized that companions could be used a lot more tactically," Cain says. "We wanted to put in skills that control that."

You can do quests for them
Every companion has something you can help them with. While these tasks varying in length (don't expect them all to be multi-stage, multi-hour affairs), they give players a chance to get to know the companions better - and get rewards to improve their performance or customize their quarters. "Some problem that is essential to their character that is explored in that particular quest," Poddar says. "And that's also something we like to ask ourselves when we start fleshing out these companions: What is their motivation? What is driving them?"

[…]
More information.
Silver is offline

Silver

Silver's Avatar
Spaceman
RPGWatch Team

#1

Join Date: Feb 2014
Location: New Zealand
Posts: 9,050
Mentioned: 80 Post(s)

Default 

February 22nd, 2019, 17:44
Decent-looking character renderings with little in the way of uncanny valley-ness. Hopefully the animation is smooth.
rjshae is offline

rjshae

rjshae's Avatar
Periapt vs Paronomasia
RPGWatch Donor

#2

Join Date: Mar 2012
Location: Seattle
Posts: 5,325
Mentioned: 20 Post(s)

Default 

February 22nd, 2019, 18:28
First the companions should look sympathetic and/or interesting.

The game could be solid, but still Im not really convinced. Probably because of art design or shooting part or because they show nothing special so far. I also hope they dont delve into post-apo silliness as I find it generic and boring nowadays.
--
----------------------------------------------------------------
New videos of RPGs/story-driven games (+ENG subtitles):
https://www.youtube.com/user/Rastm4N/videos
Farflame is offline

Farflame

Farflame's Avatar
Keeper of the Watch

#3

Join Date: Feb 2014
Location: Ferdok in Aventuria (Europe)
Posts: 1,289
Mentioned: 25 Post(s)

Default 

February 22nd, 2019, 22:00
So far these sound like the kind of companions that I'd welcome to my group, and would like to get to know better.
Carnifex is offline

Carnifex

SasqWatch

#4

Join Date: Oct 2011
Location: Holly Hill, FL.
Posts: 15,229
Mentioned: 66 Post(s)

Default 

February 24th, 2019, 11:59
It's kind of strange to me that so many games have companions and then only have one quest to do with/for them. Maybe I'm unusual in wanting them to be more fleshed out and a bigger part of the game. Most of the time, I've exhausted everything less than halfway through a game. Even just having two quests, one early on and then another gated to happen after a story event in the latter part of the game I think would go a long way to making them feel like more like a major part of the narrative.
JFarrell71 is online now

JFarrell71

SasqWatch

#5

Join Date: Aug 2013
Location: Portland, OR
Posts: 2,982
Mentioned: 45 Post(s)
+1:

Default 

February 24th, 2019, 13:29
https://steamdb.info/app/578650/hist…angeid=5857600
--
Steam
Favorite game Witcher 3/Gothic 2
Lolozaur is offline

Lolozaur

Lolozaur's Avatar
S.T.A.L.K.E.R.

#6

Join Date: Nov 2010
Posts: 2,395
Mentioned: 25 Post(s)

Default 

February 24th, 2019, 14:59
Originally Posted by JFarrell71 View Post
It's kind of strange to me that so many games have companions and then only have one quest to do with/for them. Maybe I'm unusual in wanting them to be more fleshed out and a bigger part of the game. Most of the time, I've exhausted everything less than halfway through a game. Even just having two quests, one early on and then another gated to happen after a story event in the latter part of the game I think would go a long way to making them feel like more like a major part of the narrative.
It's not strange, it's called a budget. More companion's personal quests means less of other type of quests (usually main quests because of the quality expected of companion's quests) and less of them interacting in other quests (because VO budget if for the whole game). Considering most RPGs these days have like 10-15 main quests, nobody should be surprised there aren't more companion's quests, there wouldn't be a main quests at all if they did.
--
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
azarhal is offline

azarhal

SasqWatch
Original Sin Donor

#7

Join Date: Oct 2007
Posts: 7,313
Mentioned: 25 Post(s)

Default 

February 24th, 2019, 15:32
Well, there is of course a limited budget on every project, but there's nothing stopping you from making companions more central to the main quest. That's just a design choice.
--
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
Ripper is offline

Ripper

Ripper's Avatar
Бажаю успіху

#8

Join Date: Nov 2014
Posts: 11,264
Mentioned: 120 Post(s)

Default 

February 24th, 2019, 16:48
I'm the practical nameless one "incarnation", means as long as companions (side)quests bring something of quality to the game, whether it be nice loot, new skills, juicy lore, etc, I won't complain.
If those will be meaningless filler as boring and annoying as grinding… Get off my property.
--
Toka Koka
joxer is offline

joxer

joxer's Avatar
The Smoker
Original Sin 1 & 2 Donor

#9

Join Date: Apr 2009
Posts: 23,468
Mentioned: 230 Post(s)
+1:

Default 

February 25th, 2019, 19:46
Originally Posted by azarhal View Post
It's not strange, it's called a budget. More companion's personal quests means less of other type of quests (usually main quests because of the quality expected of companion's quests) and less of them interacting in other quests (because VO budget if for the whole game). Considering most RPGs these days have like 10-15 main quests, nobody should be surprised there aren't more companion's quests, there wouldn't be a main quests at all if they did.
I'm aware that games have budgets, thanks. I would like companion quests to constitute a larger percentage of RPG quests. I would much rather build on the foundation of a major character than do random quests for random people I'll never see again.

Telling me that RPGs have "10-15 main quests" might work if I was myself unable to play RPGs, but I am able to, do so quite frequently, and therefore know better. You're an "Original Sin donor"… have you actually played those games? There are countless examples out there, but you don't have to go any further than the Divinity: Original Sin games to find two examples of RPGs than have far in excess of "10-15" substantial quests.
JFarrell71 is online now

JFarrell71

SasqWatch

#10

Join Date: Aug 2013
Location: Portland, OR
Posts: 2,982
Mentioned: 45 Post(s)

Default 

February 25th, 2019, 19:47
Originally Posted by Ripper View Post
Well, there is of course a limited budget on every project, but there's nothing stopping you from making companions more central to the main quest. That's just a design choice.
Exactly, thank you (for stating what I would have thought was obvious, but apparently wasn't to everyone)
Last edited by JFarrell71; February 25th, 2019 at 20:06.
JFarrell71 is online now

JFarrell71

SasqWatch

#11

Join Date: Aug 2013
Location: Portland, OR
Posts: 2,982
Mentioned: 45 Post(s)
+1:

Default 

February 25th, 2019, 20:21
Originally Posted by JFarrell71 View Post
I'm aware that games have budgets, thanks. I would like companion quests to constitute a larger percentage of RPG quests. I would much rather build on the foundation of a major character than do random quests for random people I'll never see again.

Telling me that RPGs have "10-15 main quests" might work if I was myself unable to play RPGs, but I am able to, do so quite frequently, and therefore know better. You're an "Original Sin donor"… have you actually played those games? There are countless examples out there, but you don't have to go any further than the Divinity: Original Sin games to find two examples of RPGs than have far in excess of "10-15" substantial quests.
I wrote main quests.

Divinity Original Sin 1 has 15 main quests (16 if you consider a choice between two different options that less or more leads to the same outcomes to be 2 quests instead of just options).

Divinity Original Sin 2 has 10 main quests.
--
It's developer is owned by Sony which means it'll remain a hostage of inferior hardware. ~ joxer
azarhal is offline

azarhal

SasqWatch
Original Sin Donor

#12

Join Date: Oct 2007
Posts: 7,313
Mentioned: 25 Post(s)

Default 

February 25th, 2019, 21:03
Funnily enough, I've thought about a very companion-centric narrative. I always get a bit bored with the earth-shattering, god-slaying importance of the player character. and I quite like the idea of being a normal adventurer who gets involved with other people's problems, which perhaps tie together into an overarching narrative.
--
"I cannot define the real problem, therefore I suspect there's no real problem, but I'm not sure there's no real problem."
Richard Feynman
Ripper is offline

Ripper

Ripper's Avatar
Бажаю успіху

#13

Join Date: Nov 2014
Posts: 11,264
Mentioned: 120 Post(s)

Default 

February 25th, 2019, 22:37
Originally Posted by azarhal View Post
I wrote main quests.

Divinity Original Sin 1 has 15 main quests (16 if you consider a choice between two different options that less or more leads to the same outcomes to be 2 quests instead of just options).

Divinity Original Sin 2 has 10 main quests.
Pure semantics. It's not like D:OS2 has 10 substantial quests and then a bunch of 5 minute fetch quests. And you're pulling "10" out of the air anyway. Stop.
JFarrell71 is online now

JFarrell71

SasqWatch

#14

Join Date: Aug 2013
Location: Portland, OR
Posts: 2,982
Mentioned: 45 Post(s)

Default 

February 25th, 2019, 22:40
Originally Posted by Ripper View Post
Funnily enough, I've thought about a very companion-centric narrative. I always get a bit bored with the earth-shattering, god-slaying importance of the player character. and I quite like the idea of being a normal adventurer who gets involved with other people's problems, which perhaps tie together into an overarching narrative.
Yeah, it's true for any kind of story that just telling the player that something is earth-shatteringly important has no effect at all. You have to make the player care. One of the best ways to do that is via well-developed characters. It's no different in an RPG.
JFarrell71 is online now

JFarrell71

SasqWatch

#15

Join Date: Aug 2013
Location: Portland, OR
Posts: 2,982
Mentioned: 45 Post(s)
+1:

Default 

February 26th, 2019, 00:22
Originally Posted by porcozaur View Post
https://steamdb.info/app/578650/hist…angeid=5857600
What's that ? No more August ?
--
Sou tricolor de coração!

Sie sind das Essen und Wir sind die Jäger!
henriquejr is offline

henriquejr

henriquejr's Avatar
SasqWatch
RPGWatch Donor
Original Sin 2 Donor

#16

Join Date: Nov 2013
Location: Brasil
Posts: 3,330
Mentioned: 63 Post(s)

Tags
obsidian
RPGWatch Forums » Comments » News Comments » The Outer Worlds - About Companions

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

All times are GMT +2. The time now is 06:18.
Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2022, vBulletin Solutions Inc.
vBulletin Security provided by DragonByte Security (Pro) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
User Alert System provided by Advanced User Tagging (Lite) - vBulletin Mods & Addons Copyright © 2022 DragonByte Technologies Ltd.
Copyright by RPGWatch