There is no doubt that the The Outer Worlds is a fan🅺tastic game with a bright future ahead of the series. Even with being an Xbox Game Pass title upon launch, the sales of the game managed to blow past Obsidians'🌜 expectations.
The colorful worlds and witty, dark humor had gamers falling in love with the dystopian sci-fi setting. We can't deny though that Outer Worlds d❀idn't feel a bit empty at times. While it brought back the beloved dialogue trees, it falls short in sub-quests and content. Below are some♑ improvements that we would love to see in Outer Worlds 2.
10 Better Dungeons
The areas you entered in the game were a toss-up. Sometimes you'd go in a building, and it would be a nice sized dungeon, others you'd be able to explore in a matter of minutes. This made many of the quests go by way too fast, the next game inღ the series needs to make bigger dungeons that test the player's skills.
We✱ would love to see a better implication of traps and the disguise tool to make our way through enemy bases. If being hit by a trap could disengage a disguise, then it would make the dungeons much harder.
9 Bonding and Romance
While you did get to learn more about the characters of the game, many of them fell flat. While players can go back and scavenge through the NPC's multiple dialogue trees, they probably won't feel satisfied with the information they get on their favorite characters. We would love to see a bonding or a romance system implemented for the🌱 next game.
The system could easily be connected to partners t🐻hat you choose to travel with the most, or they could even inv🌳olve giving gifts. Either way, players should be able to forge a realistic feeling bond with the recurring NPCs.
8 Text Options
We w🔯eren't the only ones checking our vision when The Outer Worlds came out; many players noticed that the game's text was way too small. While this was fixed shortly after release, we hope the next game launches with more customiz🤡ation options. The ability to adjust the text in a dialogue-heavy game is especially important for those with small screens.
Even after the update, some of the smaller text can easily become lost if you're not sitting extremely close to your screen. If you're like us, then you probably want to suck in as👍 much game lore as you can without straining your eyes.
7 Brand Involvement
One of the biggest letdowns in was the lack of brand involvement. While the Diet Toothpaste quest gave us a small glimpse of the companies' competitiveness, it wasn't enough. Other than the items littered throughout the planets, we got to see very little of the evil corporations. We would have loved to be able to work🐼 for or even sabotage the in-game brands.
In the next game, we would love to see quests relevant to the brands. Playing through corᩚᩚᩚᩚᩚᩚᩚᩚᩚ𒀱ᩚᩚᩚporate sabotage missions just sounds too fun to not add in.
6 More Sub-quests
If you've been spoiled by the plethora of 168澳洲幸运5开奖网:quests in games like The Witcher, then you probably felt the game was a bit empty. While some notable sub-quests like the cannibal house are sprinkled throughout the game, it's nowhere near the level of other western RPG s꧑eries. The Outer Worlds has a ton of potential to create intricate quest li🎐nes that will have gamers talkꦿing for years.
We hope to🥃 see more questlines, 🌜especially from random NPCs. The sub-quests that are in the gamer are excellent, and we can't wait to see Obsidian make more intricate stories.
5 Longer Companion Quests
Not only was there a la🐷ck of sub-quests, but the companion quests were tragically short. If you wanted to, you could complete each questline in under 15 to 20 minutes, especially if you started them at a higher level. To top it off, many of the quests were crammed onto the same lifeless meteor. This made the quests line pretty uneventful as you saw the same scenery over and over again.
We hope that companions will return in the second game and that tꦓheir quests will be a lot longer.
4 More Accessories
While there were a lot of interesting items in the game like a disturbing moon mask, we could have gone for a bigge♛r variety of space clothes. The designs for the accessories in the game are fun and make for fun cosplays, but we would love to see more. If Obsidian needed an excuse for creative clothing, they could even introduce a new brand centered around luxury wear. Spacer's Choice ꦰcould even make clothes that tear in combat.
Who doesn't want to wear a glamorous d💞ress or dapper suit while shooting lasers at giant enemies?
3 Better Locations
You may have noticed that The Outer Worlds maps were a little slim on locations. While some of the maps were vast in size, they 🉐didn't have as many locations as players were hoping for. This led many areas to feel empty or look barren, even if there were enemies spawning, it felt pointless to explore parts of the map.
In the next entry, it would be great to see more caves♌, houses, and ruins thaꦍt players can explore. These could be both tied to quests or just an interesting place the relates the game's lore.
2 Livelier Towns
While a lot of the towns had buildings, you could venture into, when we arrived in Byzantium, we were expecting a big city experience. Instead, many of the buildings are closed, and there is no way to break in or gain access. We understand that the state of the colony was linked to the game's story, but this is still the capital city that The Board poured the majority of the colonies resources 🌊into.
We hope to see larger cit🦋ies that have more shops open or that at least give us the option ♏to break into the ones that are closed.
1 Impactful Decisions
When you blew up Megaton, you cut yourself off from a town and forced some of t🍌he residents to becomꦦe ghouls. In The Outer Worlds, you can overthrow entire towns, but there is nothing to do in them afterward. This is a bit of a let down as seeing the implications o꧒f your decisions is a huge part of games with diverging storylin💜es and choices.
In the next game, we'd love to see more impact on the story of the game from the decisions you make and quests that appear only after yo꧃u've made a major decision.