![]() Obsidian Entertainment/Private Division via Polygon What if you kill a necessary informant? What if you make the wrong choice about who to trust? What if you give the life- (and career-) saving medicine to the wrong group? You’ll have to make a lot of weighty decisions, but the game will adapt to you. It’s easy (and human) to get paralyzed by decisions like that. Based on your choice, one town survives and another withers. In an early quest, you’ll make a big decision. In our Outer Worlds beginner’s guide, we’ll eliminate a ton of potential stress. With standard role-playing game complexities, weighty decisions that go into every main quest, branching dialogue trees, and the ability to kill anyone you meet, it immediately feels like a whole lot of game - and making any decision feels impossibly stressful. But feel free to chose whichever one fits your play style.The Outer Worlds is sprawling and intimidating at first. That’s why we’re a fan of Cashier, Sub-Grade, Non-Supervisory and its +1 to persuade. Like we mentioned in our tips for beginning players, dialog skills are immensely useful in The Outer Worlds - especially early in the game.The damage received reductions are useful if you lean toward combat over dialogue.Drink and food effect duration increases are good if you tend to rely on items a lot.Skills like determination and inspiration are good if you want to make your companions powerful.Go with your gut about the kind of character you want to play. The bonuses that aptitude grants are relatively minor, so don’t fret too much over which one to pick. ![]() ![]() The Outer Worlds Aptitudes chart AptitudeĬonstruction, Electrician Class, Wire Spooler.
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