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Weil hier die Fallout-Vergleiche kommen und ich die selbst auch bereits gezogen habe...
The Outer Worlds ist doch nicht einmal Open World oder habe ich hier etwas falsch in Erinnerung? Soll eher ein Mix aus Linearität und Hubwelten sein, wenn ich mich richtig an die Dev Talks erinnere.
Ist also eher ein echtes RPG wie Fallout? Das wäre noch cooler.
What und das in dieser Gen? Muss ich wohl kaufenIch schrieb ja auch parallelen zu Fallout New VegasThe Outer Worlds wird keine Open World bieten. Aber es soll wohl zwei Planeten mit größeren Arealen zum erkunden geben.
Es wird kompakter als ein Fallout.

The Outer Worlds finds inspiring success despite some rough edges, much like the team of space-faring adventurers it follows.
I finished The Outer Worlds wanting more, eager to jump back into the world to see extra things. It's not a short game, but it's one packed with such a steady stream of wonderful characters to meet, interesting places to explore, and meaningful, multi-layered quests to solve, that it didn't feel like there was any room to get tired of it. I wanted to rewind the clock and do everything in a completely different way. The Outer Worlds is consistently compelling throughout, and it's a superb example of how to promote traditional RPG sensibilities in a sharp, modern experience.
With The Outer Worlds, Obsidian has found its own path in the space between Bethesda and BioWare, and it’s a great one. And considering that new RPGs from either of those influential developers are still years away, this game couldn’t have been timed any better. It’s not as explorable as one big open world but it still packs in a large portion of flexible quests and conflicts within its series of smaller ones. And the combat, character, and companion systems have enough new spins on existing ideas to make it feel like an homage with its own personality rather than a copy.
The Outer Worlds is a role-playing triumph. With its sights set squarely on player choice, Obsidian delivers a brilliantly crafted sci-fi adventure that's packed with witty writing, great characters, and a fantastic degree of freedom. Add solid combat and rewarding exploration to the mix, and you've got the recipe for an RPG that begs to replayed time and time again. An essential purchase for fans of the genre.
I don't hate The Outer Worlds. I guess what I hate about it is that it's sufficiently unhateful that you can spend 30 hours playing it without noticing. It's solidly-made enough that you keep hanging around in the hope of something more, like a layer of catchy percussion that never quite escalates into a song. I guess to boil things down, I would like two things to be added to the game. One is a powerful suction cannon with infinite extra-dimensional storage, so I can just gather all the loot in one fell swoop. The other is the option to hand off dialogue decisions to one of my companions, because I have no strong feelings either way, comrades. Let me do clean-up in the background, hosing down the level's crevices with one earbud in, following the conversation absent-mindedly. According to my character's own backstory as a janitor, that's exactly the part I was born to play.
Despite some nominal issues that might be easier for some to hand-wave than others, Obsidian has out-Fallouted recent Fallout efforts. The Outer Worlds is more limited from a size standpoint compared to a lot of other open world adventures, but it makes up for it in charm and a succinct vision without much bloat.
The Outer Worlds feels like a throwback to old school Fallout, but with some topical issues and a couple of new tricks up its sleeve. It feels like a virtual theme park full of new adventures around every corner, and Paul is totally hooked.
Das fühlt sich an wie eine Mischung aus Fallout New Vegas, Mass Effect und Firefly.

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