Obsidian is particularly fond of f-bombs. These include different contextual options – lie, intimidate, make dumb suggestions, and more – based on your character’s custom stats, any skills possessed by your companions, and the stats of the person you’re talking to.Īs is customary for an Obsidian game, the dialogue trees in The Outer Worlds also include a lot of foul language. In conversation with Catherine, we see that The Outer Worlds features classic Obsidian-style dialogue trees, which received a cheer from the audience. That joke sadly goes over the heads of sections of the assembled crowd, but shooting enemies in the groin in a later section is met with raucous laughter. In the demo, our character spends a little time talking to a faction leader, Catherine, to accept a mission called Slaughterhouse Clive. But some of the other choices – like how to approach sections of the mission, via stealth or combat, or dialogue choices – were thrown out to members of the audience. Some of the choices had been pre-determined by David and the Obsidian team, to allow us to follow a vaguely sensible path for the demo. (It was also a great demo, one of the best we saw all week, but we’ll have full impressions to come in the next few days.) This was a great way to go through a demo, for an Obsidian game in particular, because they’re always filled with choices and options for how to play. When we sat down to a demo of The Outer Worlds, lead systems designer, David Williams, was talking through the presentation while one of his colleagues drove the demo live from in the room. In our E3 demo of The Outer Worlds, we found out something interesting about the game’s age rating.
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