Your Outer Worlds 2 Companions Will Turn On You If You Screw Up
Briefly

Your Outer Worlds 2 Companions Will Turn On You If You Screw Up
""One of the things that was really important is, we wanted these characters to feel like they're their own people," Singh said. "They have their own goals, their own motivations, and if the player's aligning with them, that's great. They're going to be there for you. They'll fight alongside you. But if you go against their interests, they're going to have something to say about it. That might break out into a conflict. That might mean they leave you or you have to fight them to the death. But if you do build that relationship with them, they'll be there for you in the end.""
"As an example, Adler noted that the companion character Inez is aligned with the Auntie's Choice faction. If players ignore Inez's request to stop killing members of her group, she won't just leave your team, she'll also attack the player at various points."
"However, Adler added that these turns won't happen in a vacuum, and the companion characters will actually warn players about their deteriorating relationships ahead of time with requests or ultimatums. Players will have the option to try to save their relationships, and also suffer the consequences if they choose to do nothing."
The Outer Worlds 2 launches in early access and diverges from standard action-RPG conventions. Obsidian built six companion characters that cannot be romanced but can act autonomously. Companions possess distinct goals and motivations and will support the player when interests align. If the player opposes a companion's interests the companion may leave, initiate conflict, attack, or attempt to kill the player. Companion turns are preceded by requests or ultimatums that warn of deteriorating relationships. Players can attempt to repair relationships or accept the consequences of inaction. The studio also introduced a Moon Man "Couch-Panion" plushie as a contest prize.
Read at GameSpot
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