The article is leading me to think we’re going to get another The Outer Worlds experience where your actions don’t really have an affect on the world until the very end.
I feel like Outer Worlds was their take on Fallout, and this is their take on The Elder Scrolls. From the video they put out the other day, I’m down to clown.
I don’t know. When I was helping factions it only felt noticeable when they showed up to help at the end.
I haven’t replayed it because it felt like there wouldn’t be a lot of deviation between paths I choose to take.
It’s kind of like Dishonored’s chaos level system that can result in additional enemies and a different ending. It makes it feel like more of an adventure game than an RPG.
This is all obviously subjective but when people were hyping it up to have Fallout New Vegas levels of choice I felt let down.
Same here. In fact the hype is the reason why it didn’t do well imo. It’s a fine game, nothing too wrong or bad about it, but they hype definitely killed. IGN kept advertising it as “Fallout in space” and “the Bethesda Killer,” and look where we ended up.
I really dislike the X is the Y killer angle. It’s such clickbait and immediately puts fans on the Y side on the defensive. It’s helping no one.
Unless it’s an indie dev I don’t even care what else a developer has produced previously. With such large teams there’s too many cooks in the kitchen and it only takes one of them to sour the game.
I don’t understand the hate for the outer worlds. It has great satire in it’s themes like the fallout games, the build diversity is there and gear is impactful, the story is pretty fun and interesting. It’s like people hate it because it’s not the massive open world of fallout new Vegas, but people tend to not realize or I guess forget, there was a stupid amount of just walking from point a to point b in that game only to get to a super linear quest line. The outer worlds does a great job of simplifying the world in a meaningful way. The terrible remaster of it doesn’t really help the game either though, it really should have been left alone.
I think it’s a matter of expectations. When people were referring to The Outer Worlds as “Fallout but in space” in the lead up to the games release I think that set the bar quiet high and don’t feel as if some of the themes you’d see in Fallout were there or at least weren’t presented in a similar way.
I don’t think many people hate the game. I spent over 50 hours playing it and beat the DLCs. I just don’t think it’s a game that I would go out of my way to recommend.
It’s like people hate it because it’s not the massive open world of fallout new Vegas, but people tend to not realize or I guess forget, there was a stupid amount of just walking from point a to point b in that game only to get to a super linear quest line. The outer worlds does a great job of simplifying the world in a meaningful way.
It’s been about three years since I played The Outer Worlds but I feel I feel like I recall the quests being broken up into regional chunks. There weren’t a ton of loading screens which was nice but I felt like it cut back on the amount of depth the world had.
People got so hyped up about “Fallout in space” that they just ignored what the developers were saying about the game. They straight up said that it wasn’t going to be a big open world like Fallout and it wasn’t going to provide as many hours of gameplay.
I’ve seen another video where the guy stops moving on it and you can immediately see the problem this and any other tech like this has: momentum. It just can’t stop/start fast enough.
Aww I didn’t even know there was a Rock Band 4, I would love to play that series again but I can’t find the band in a box anywhere, and based on the news, they’re sunsetting the game too. How lame.
Whoa what the fuck? How does it even work? It looked like you can control the direction the floor itself is moving the things on it (the way they are “force pushing” the box or when the old guy is in the chair) but it also looked like it wasn’t even moving, or uses power.
Seems to be a lot of cylindrical pillars with pressure sensors and motors, that can be tilted by a slight degree in both X-Y axes, or they have a fixed tilt and just the tilt direction is rotated in Z (seems like the pillars of a whole module get adjusted all at once), making only some borders be in contact with an object. A program can track the position of an object, then calculate how to tilt and rotate the pillars so the borders in contact with the object will push it in the desired direction.
It reminds me somewhat of an omniwheel control system, but applied to the floor instead of the wheels.
The spinning tops might be 3D printed, but there are some motors and pressure sensors involved, plus some electronics, and you probably want a steel plate underneath holding it all together. Tolerances would also be quite tight.
I’m looking forward to this. Combine it with eye-tracking 3D and you’ve got everything except the tactile response for a holodeck. Like this: youtu.be/Jd3-eiid-Uw
This thing is so technically complex and has so many moving parts that I can only imagine it breaking literally constantly and costing a fortune to repair whenever it does.
I can only assume the reason you’d work for Disney as either an engineer or technician is if you have a kink involving being in a constant and inescapable state of overworked frustration.
Depending on how exactly is it made, it could have fewer moving parts than it looks like. The tilt seems to be controlled on a whole module at a time level, and I’m guessing all the tops of a module might be rotating in the same direction. That would still leave a lot of linkages and bushings or bearings, but make it easily serviceable by just replacing them. The modular design seems to indicate you could pick a whole hexagon tile, replace it with a working one, and service the damaged one in the background.
So, that was a passive tech, keeping you in a place, and this actively works to steer you to where you need to be. This seems better in the long run for that purpose even though it’s much more complicated.
Oh, I agree. I’m duly impressed. It’s just that I immediately thought back to that scene from community. I’m not good about remembering to call out my sarcasm.
That’s so cool how is he so causal about all of that. It looks like one day it will be able to handle running jumping and all kinds of movement. Vr is going to be better than real life.
Going 3D would require variable size tops, variable heights, more tilt, and more granular control. Doesn’t seem like this design would allow any of those. It’s still cool, but is no solid light yet 😉
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