The main difference between the two IIRC is that since expansions needed to be packaged, sold and distributed physically, they'd basically sell that extra content in much larger chunks to make it work the cost and effort. With digital distribution, you can sell far smaller chunks of content without that downside. I mean, it was always done for profit. They can just do it harder now.
"...in the end the Shadow was only a small and passing thing: there was light and high beauty for ever beyond its reach."Far cry Blood Dragon was always referred to as a standalone expansion. I think E Ps are still a thing even if mostly digital
Say to the others who did not follow through You're still our brothers, and we will fight for youComing to Nintendo Switch on March 6th; physical box will have a download code.
I don't have the wall space for that. Having cases on my shelves as a collection felt nice to display without too much of a space issue. Big posters are a lot for apartment living. Felt kind of uncomfortable for me to get someone else's fan art signed too. Idk. The fan artist's sig should be there, right?
Plus, I collect signed books too. Having similar for video games or movies always felt natural.
AAA, most RP Gs, and really anything with art they want to show off. I don't know that Outer Worlds has one so far, though. Too bad, because it does have great art.
Maybe a print or poster of one of the in-game posters or some concept art? Not seeing anything official, though. Edit: Nvm, you already said you don't have the wall space.
Edited by Unsung on Feb 5th 2020 at 9:57:22 AM
Got this on sale a while back, playing all the way through it.
It's alright. I don't like it as much as I did Fallout 4, but it's still really groovy. It's a great, vibrant world - a wonderfully grim but peppy world as rife with Black Comedy as you'd expect from these creators - though I generally wanted more engagement out of it and more say in my character's engagement of it.
The gameplay is alright, though there were lots of things that felt rather... I guess throwaway was the right word? The game is often blunt and simple but pretends to be multifaceted, and at times that makes it repetitive.
The companions are absolutely the best part, and the minor characters are pretty fun and well characterized too. The only game like this I've played where I've loved the whole crew so much is Dragon Age Inquisition, and I don't think I've ever played a game where nearly every NPC you talk to is a delight to engage with. Loads of great, fun characterization.
The NPCs are a load of fun, although I found them a little uneven. Some are more nuanced than others (Parvati is my little baby: I love her so much), but they are all based on blatant archetypes if you look even a little bit beneath the surface. This is not to say they are bad, but it's pretty easy to pick them out from the stock characters list.
I mean, a priest and a diffident female engineer aboard a renegade freighter... Firefly called: they want their cast back.
This game is a labor of love. It doesn't have the AAA resources to flesh out every nook and cranny of its world and story, so it has to squeeze the maximum it can get out of what it has, and it does that admirably.
My biggest problem (admittedly) when playing games like this is that I'm always trying to metagame: rather than reacting to the characters and situations as if I am roleplaying as the protagonist, I react from the point of view of which responses and actions will lead to my desired overall outcome (Good run, Evil run, get in with Faction X, etc.), and so I can be a bit cynical about the characterization and emotional elements. That's all on me. TOW charmed me, but not quite enough to look past the obvious mechanics underneath the hood.
Edited by Fighteer on Mar 3rd 2020 at 2:30:00 PM
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"I think the non-companion NP Cs are all a bit one-note, other than maybe Sanjar, maybe Anton Crane, and of course Welles himself. There's an in-universe reason for that, of course, but not quite exaggerated enough, committed enough, that you get that burst of cognitive dissonance when you scratch the surface and realize they're human after all. They're over-the-top without being surprising. Borderlands and Fallout: New Vegas are the obvious comparisons here, but what it actually reminded me of was Alpha Protocol, because that was a game that was likewise built on seemingly shallow archetypes, but which did manage to humanize them and still surprise.
I liked the game, I'm hyped for DLC and more stories in this setting, but yeah, it didn't stick with me like Obsidian's other games.
I've never watched Firefly, but I'm told this game is chock full of them. It's another on a long list of media where I get the answer of "you need to watch Firefly" in response to certain things.
Modern writers' fixation on aping that show is really starting to impact my ability to not have my immersion broken in science fiction. Now I know how non-Star Wars fans feel.
This, I think, is the biggest problem I had with the game's engagement, vs something like Fallout 4. The game expects you to play like this. It's definitely a munchkin's game, not a story-lover's / roleplayer's game.
There's a prebuilt personality for your character (amoral space rogue), and you get options but they don't really flesh anything out or allow you to roleplay as anything wider than sarcastic anarchist vs sarcastic sellout (hell, the game has the same problem with a lot of things: weapons, skills, variety of ways to engage enemies, etc - "options" that don't have any real impact).
Which I suppose is why I ended up experiencing the game vicariously through the supporting cast instead.
The only companion I thought was too character type-y and didn't have enough personality was Nyoka, who is written with a strong sense of wisdom on the very rare opportunities you have to get that out of her. Granted, I only ever used SAM like once because I saw him having a lack of engagement coming.
Edited by KnownUnknown on Mar 3rd 2020 at 1:53:28 AM
As just one example, I really thought that ADA was going somewhere with her dialog options, but they just petered out. There's so much room for more content that didn't make the final cut.
Edited by Fighteer on Mar 3rd 2020 at 5:06:31 AM
"It's Occam's Shuriken! If the answer is elusive, never rule out ninjas!"

Yes, that would be the easiest route to take. In lieu of actual DLC hooks, simply picking a part of the solar system and introducing a brand new DLC area with its own self-contained DLC storyline independent of the rest of the game seems like the obvious way to go.
BACK IN MAH DAY (old man hat), we called this an "Expansion Pack". It's what pre-DLC optional bonus content for an extra cost used to be like before AAA developers ruined the concept for profit.
Edited by TobiasDrake on Dec 16th 2019 at 12:31:54 PM
My Tumblr. Currently side-by-side liveblogging Digimon Adventure, sub vs dub.