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On Tuesday morning we're recording our first episode of The Deepest Dive on The Outer Worlds from Obsidian, and we need your input! Please leave a comment with your specific feedback on the game up until you land on the planet Monarch, please don't spoil anything after that moment.

Please keep your comment specific and to the point, we want granular levels of detail for the community game club discussion. The odds of us reading "I love The Outer Worlds" are much lower than "Parvarti really struck a chord with me when she said _____" or "I found this specific weapon to be useful in this specific situation." You know the drill, let's get specific. 

Just as a reminder, this game club discussion will be airing on Wednesday as a public YouTube video with the audio going in the exclusive audio RSS feed. Subscribe to our YouTube channel and get ready for a fun discussion! https://www.youtube.com/minnmaxgames

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Comments

NikkiNSane

I'm sure everyone will compare this game to Fallout New Vegas, as well as contrast it to Fallout 4, but after being so disappointed with Fallout 4's dialogue, this game is picking up all of that slack. I love the varied options, both pertaining to stats and, more importantly, just getting to dig deep into the world and characters through a ton of optional dialogue. Companions chiming in during conversations also caught me off guard at first, but I love that it doesn't always have to be 1-on-1 chats anymore.

VictoryNub

As an old-school Fallout fan, I'm happy that my efforts at stealing in this game are not punished with some arbitrary "karma" penalty like Bethesda's games implement; the person you are stealing from has to physically see you doing it for you to suffer any adverse effects. I burgle to my heart's delight. This is great because the equipment degradation in this game is out of control and I hate it SO MUCH. Why does one solid burst of gunfire destroy my armor? I really hope they tighten this up some.

FlaminQueso

Just like with Stranger Things, I am really appreciating and enjoying a unique world and story with the overtly obvious references to similar themed things. I enjoyed Stranger Things a lot even though it pulled directly from a lot of classic 80’s movies and I am really enjoying The Outer Worlds even though your first companion is almost exactly Kaylee from Firefly. The creators don’t seem to shy away from it and they were happy to discuss their inspiration on your cover story trip. Subtlety has its place for sure, but I am more than happy to play Fallout meets Mass Effect meets Firefly. It really works

Berken in MN

Groundbreaker feels like Mass Effect's citadel if it had the density and sense of irreverent fun of a tightly packed sandbox like Mario Odyssey, only by way of dialogue and lore instead of platforming. Some highlights: The Spacer's Choice shop tender with an over-the-top costume and over-the-top anxieties to match, who toes the party line until you ask where to find a hat like his and he loses it. "You would never ask if you knew what it's like in here!" The sewage manager turned gang boss who openly specializes in "persuasive acquisitions", to use the phrasing her lawyers have asked her to use, yet recoils in offense when you dare to use the word "criminal." The mustachioed corporate ambassador who you can lead on about your willingness to turn in a wanted outlaw, only to watch his hopes deflate as you suddenly devolve into coy idiocy. "Oh, you asked if I knew a man named Welles? I meant smells. It really smells in here!"

Shawn Mills

I am impressed they invented an entire sport (tossball) that gets mentioned by several characters in the game and you see several advertisements for in the world. I also was surprised by how much I enjoy the side missions especially parvati's companion mission which was very simple yet emotional.

grimmfeather

Could you guys give a quick rundown of the types of characters you're playing? I've been focusing on melee, stealth, and dialog so far, and I love that my smooth-talking character can charm his way out of most confrontations. However, I do wish I had access to an "assassinate"- or "backstab"-style attack that would allow me to eliminate enemies from stealth without alerting an entire building, camp, etc. to my presence. Maybe weapon mods will compensate for this farther down the line. Two other minor annoyances: I've found the inventory UI somewhat fiddly (especially when it comes to equipping/unequipping or breaking down weapons), and the pop-up tooltips in the inventory UI always seem to be covering exactly what I want to see.

Matt Sayer

Parvati's companion quest is such a heartwarming tale of queer, somewhat-asexual romance that too few games explore. Similarly, it's nice to see an RPG that doesn't treat the player as *the* object of desire for all NPCs - especially given how awkwardly a lot of RPGs handle player romance.

Mason Parker

I usually play these types of games with the constant fear and thought of missing out. Therefore I dont like to make decisions that alienates a group that might lead me to not get to experience their story. With the shorter and non open world gameplay, I have found it much easier to say things like, no I dont wanna go talk to a preacher, and no I dont want to go try to get the people to come back to town, f them all. Has the change in length / lack of open world changed the way you are making decisions?

Mr Shivers

My expectations for this game were immediately destroyed when the escape pod landed on the guy who I just assumed would be the first companion. Did anything else you have seen so far in The Outer Worlds go a different way than you thought?

Joe Zwak

Two specific things I've loved. 1) the spacers choice vendor on the groundbreaker who has the moon hat basically stuck on. I felt particularly bad for that guy because it seemed like he lost the will to fight at all. Plus you can buy and equip the same hat and then talk to him about it too, which is a great touch. 2) the posters on loading screens are great but the best one is "dissenters in our midst" because the villian's helmet says "philosophist". Just love these details.

Robyn Jones

I loved the open. The whole idea of the Hope being abandoned and no one knows about it except for whoever's covering it up and that it makes so much sense in explaining why you and your character know nothing about this world. In this vein I was treading very carefully for a long time and didn't want to kill anyone until I knew why. 'Just cause they are Marauders who am I to judge at this point? They dont see to be hurting anyone's I'm thinking. So I didn't actually kill or even shoot until atleast getting the finger bounty mission. Trn out you get a good amount of Exp for kill. This hasn't changed me though. I only kill if I need to. So how long was it before you guys killed anyone? Person or creature. Thanks guys. Keep up the good work x

Kevin Copson

My favorite message so far is from an Auntie Cleo terminal during the mission to recover the diet toothpaste research. "We've uncovered something quite fascinating. While the toothpaste does reduce cavities, it only does so nominally more than the current version - our results were skewed by the fact that our test subjects had a marked decrease in appetite, and hence were eating much less!" This is such a little detail but makes the world feel so much more believable. I love that one of the writers sat down to think out how the process of diet toothpaste research might have gone.

Dalien

Another thing, is it just my TV or is a lot of the text way too small. It’s readable but I end up leaning forward to make it easer and I have a 55inch screen and sit about 10 feet from it

StillGotGame

Really enjoying the game so far but the dialogue options seem a little sparse. I found myself in the early part of the game trying to converse with Parvati and only given the options of either leaving the conversation or, if I’m lucky, having her tell me about “That thing from earlier” Maybe I’ve been spoiled by the branching narratives of open world games, but I feel something is missing. It’s not distracting too much from my enjoyment though.

Sam Evans

I recally enjoy the freedom of the game so far. As soon as I saw the locked door in Reeds room I immediately killed him and the guards to get inside. Pavrati was upset with me but she soon was laughing as we fought our way out of edgewater!

Richard Tweedy

I'm really enjoying the game in general, but one quest that showed what feels like a budget limitation is "The Silent Voices". The idea of someone killing themselves because they fear the monster they might become is a good idea, but as delivered it feels like it doesn't quite have the punch it should. It feels like in a big budget game, this quest would have had NPC dialogue, or audiologs, or something more than the journals we get to drive the story home. In general, while there have been a lot of stories I've liked, and no complete duds, I've yet to experience one that blows me away (and I've done all the side quests I've found).

Russell Christian

I'm Super enjoying this game and the setting. I'm reminded of Firefly and classic spaghetti westerns. I Was shock by the major story conflict so much that found my self saying "Wow this is a Marxist nightmare!

Jawarhello

I'm consistently impressed with the writing in this game from the natural feeling dialogue to the little injections on humor throughout. It doesn't shove jokes in your face but rather fills the world and characters with subtle, consistent humorous aspects. Having Parvati act shy and nervous in a dialogue one minute only to see her smash a marauder's head in with a hammer the next always gives me a good chuckle (especially when she shouts "Sorry!" immediately after). Also I like how, when in towns or buildings, the waypoints direct you to the nearest exit rather than always the main one; its a small but convenient feature. However, the best QoL feature has to be that you can walk through your companions so they don't trap you in doorways! I know this isn't the only game to do that but enough don't that it always sticks out when I see it.

Lewis K

Hey guys, My standout NPC has to be Martin Callahan. That whole conversation was such an absolute joy. You could feel his desperation and his pain as he was constantly plugging some Spacer’s Choice merch following every single dialogue option you pick it was fantastic. In terms of combat, the science hammer is all I’ll ever need. That thing one shots absolutely EVERYTHING. Thanks, Lewis from Scotland

Alexander Scheck

How does everyone feel about the colours in this game? Don't get me wrong, I like that they went bold and vivid, but at the same time it seems a bit overwhelming to me. Definitely had to get used to all the brightly colored objects in the beginning of the game. At time it was a bit hard to focus and discern what's what on the screen. It can be hard to find the bodies of killed enemies in the environment.

James Knight

I had my snarky, gunslinging, conman character go drinking with Parvati and Ellie. After convincing Parvati whiskey was the best choice for a first time drinker, I RP'd that my former bartender character, would feel bad about giving someone a bad drinking experience. So I persuaded her to drink water, much to Ellie's chagrin. Later, back on the ship, Parvati thanked me for convincing her to stay hydrated and didn't have a hangover. What RP/character moments have you guys had, that really paid off? James from Sydney, Australia

StillGotGame

Playing on an original Xbox One and man are those load times slow. Especially when you are fat travelling to somewhere such as the Geothermal Plant then need to wait again to enter the building. Curious as to how long these times are on a One S/X. Still, used to these load times from previous Fallout games but, with the smaller world I thought it would be a bit quicker.

Donnie

The menu music. Before I started playing for the first time I took a moment on the menu to listen to its tune and man what a great way to get into the mood.

AnotherRobot

The game reminds me of a joke. What’s the difference between Capitalism and Communism? One exploits its workers. While it’s wrapped in anti-Capitalism paper, the game screams anti-Communism. It’s like North Korea, imprisoned in a walled city with no freedoms, working for the benefit of all, but really for the government. What are you’re thoughts on the political point of view? Felix. When he is reading his qualifications to be a crew member, I was rolling. The dialog and performances are funny, smart and insightful. Have you had any particulate dialog moments that surprised or delighted you?

Sergio Xisto

Still pretty early on but I love how not a single character so far is painted as being good or evil, they are just people and none of them have that pantomime style dialog from most othe RPGs where the developers want to make it clear that if you help this person you will earn 'good points' or if you hurt them you will earn 'evil points'. So far everything is laid out in a way that its entirety up to you to decide if that character is an asshole that needs to die or a really cool person that you want to sit and listen to their story and maybe risk changes to your reputation in helping them.

Dbrg13

I feel like there is something wrong with the gunplay. After shooting someone in the head five times, I set the game to easy just so I can enjoy the combat. Other than that I’d say this game is rock solid, not a game changer but doesn’t have to be. Just a good time.

StillGotGame

Loved Parvati straight away. She was a relatable character from the off. Wasn't so compelled to bring old Vicar boy along though

Acornhead Gaming

So far this is everything I have wanted from a "successor" to FO: NV. I'm not 100% sure, but I feel like I've done all the side-quests from this region, I have talked to everyone and discovered all the locations. Exploring is rewarded perfectly with loot and little timbits (this is intentional) of story. An example was at the geothermal reactor facility. If you head to the back you'll see a bunch of dead robots and some dead "dogs". But how did the "dogs" get into the fenced off facility? Well if you look around the fences you can see they dug underneath. Small details like this are what I'm here for. Not everything needs to be like uncovering some hidden conspiracy storyline. Small things like this just feel nice to uncover.

StillGotGame

I’m impressed by how few bugs I’ve experienced so far. Only real issue I had was when I was unable to find the mechanical scout to start the Doe, Robot Die quest but I simply fast travelled away and returned to find him where he should be. One thing I’ve notice is, when I die, the continue screens places the cursor at the settings tab rather than resume. Is the game trying to tell me something

Dylan Sawyer

While I think that the strength of an RPG is in the depth and range of its choices, I think the decision to allow the player to choose whether or not to accept 'flaws' (plasma weakness, paranoia etc) really undermined their impact - at least for me, I found that the single perk point it granted wasn't worth the other negative attributes it came with. As a game mechanic, it's a really great idea in principle though, I just wish they had the courage to enforce it (or at least, give us an option to automatically turn them on or not).

Nick Reed

Have you guys noticed the diamond shaped pupils on everyone? Characters already never break eye contact and its made extra creepy by the odd shape in their eyes!

Tanner Hoisington

I love this game so far, the only thing I'm worried about is that I don't have a sense of the main narrative yet. I'm hoping it comes into stronger focus in part two. Also please patch out having to use the PS4 save management UI. 🙏

IanTClark

The first moment that really stood out to me was when I was tasked with the decision to rout the power to the botanical lab or to Egdewater. I was pretty torn, especially after hearing about the outsider's leader, Adelaide, use of human corps for fertilizer. But I couldn't stand the Spacer's Choice leader, Reed, in Egdewater. I was leaning towards moving the power towards the botanical lab but felt like there were things about Adelaide’s past that weren’t clear. I strive to play these types of choice based narratives is by making a decision and sticking to it for the entire play though. One reason is simply because the lack of available time, but I also like to choose what I consider the most benevolent of option. I must admit, this time I was prepared to load in a previous save if I didn't like the outcome. However, Parvarti persuaded me to choose Edgewater. I wasn’t expecting this. One other thing about this game that is standing out to me is how the writing almost always gives me the options to resolve or course correct conversations that have started to go in the wrong direction. Looking forward to your thoughts and I’m glad to be apart of this new adventure.

Mark Cruz

I’m know you want hyper specific but I haven’t had a ton of time so I will speak on what stands out and sets this game apart. The way it puts you right into the action with extremely easy to understand controls in addition to how this game gives you many many options for how you can handle a sub quest from a side quest. Ok I will give you one specific example. When you talk to the crazed man (Abernathy) who needs medication when you are getting gravesite fees for Silas that can go so many different ways, you can well, kill him like the dumbo you are, get the medication. Or talk to the woman and do HER SUBSUB quest questception and finish that section that way. I have many examples. Second part of what seconds this game apart the writing. I wanted to play through this game as the aforementioned dumbo murdering everyone. But! The second the game entranced me with its hilarious writing I couldn’t stand to cut a single dialogue section a moment shorter just because they painstakingly made sure everyone you talk to has character and something that gives talking to them value besides the quest rewards. I’m going off right now I realize as I write this so just edit out any single part of this if you choose to talk about it. But I would argue that if this game had NO LEVEL ups and minimal Weapon choice the way this game engages you with its dialogue and sci-fi style harkening back to mass effect, and psychonauts with its writing is worth the low low price of free with game pass. What sets this game above the rest is the fact that it succeeds on multiple levels with gameplay,story, and style. This comment went on too long. Sorry. I love you all, hope, this makes the show better. Good day and good game

Othtober

In Vicar Max's church on Edgewater, you can see OSI (Their God/religion?) signs all over the place. The OSI symbol looks just like a dollar sign. Talk about crony capitalism! Link to the photo below. https://twitter.com/othtober/status/1189174190399619072 Also, is anyone else getting Firefly vibes from The Unreliable?

Fred Dinovo

I think this game is great and the onboarding to the systems is excellent. The one funny thing that happened to me though is right after Parvati joined me the lower left corner had a new system pop up associated with the D-Pad that I didn’t see a tutorial window pop up for. I was curious about it and pressed up on the D-pad only to have Parvati suddenly go ballistic on the guard I happened to be targeting. Got a big laugh from me, I reloaded but was tempted to just live with that accidental choice since the game adapts so well to choice.

Richard

Almost immediately after landing on groundbreaker you have the option to completely subvert what is presented as the main questline by turning Welles in to the board. The drastic narrative turns that are under your control are truly awesome. I don't think I've played a game that has made me roll back from my computer desk so many times to just ruminate on the dialog options in front of me, and to do so without being a detriment to the overall pacing is miraculous.

Nicholas Marrano

Can you space the start of the next game club a bit further out from the release of the game or is this pretty standard? Not sure if I’m the only one needing a few extra days. Nick in Atlanta

Justin Ray

Upon opening the map for the first time and clearly seeing fast travel points to lots of locations made me so happy. The game fully respects the players time and the UI is incredibly easy to understand. Boiling down ammo types to Light, Heavy, and Energy make ammo management so much easier. So far the game seems a bit easy, but I am still loving what I have played so far.

Jordan (KillerTofu) Johnson

For me, the writing, design, setting, characters...most of the game is a 10. The inventory management has enough issues to drag it down though, and the combat is maybe a 6. I was excited to have a melee- focused character but the combat just feels completely weightless. A pull of the trigger feels the same if you hit an enemy as if you are swinging through empty air, and the shooting doesn't feel much better. Just feels dated, and bad. I hope being acquired by Microsoft gives Obsidian the chance to rehaul their engines and allow the combat to catch up to the rest of the incredible game.

Jacob Thompson

So when Gladys sent me to Terra-2 (Roseway) to gather secrets about Auntie Cleo, I had no idea she was asking me to collect physical objects to deliver to her and that's what would get me the money to go to Monarch. So I went about my business, gathered stuff at Roseway and gave it to the people asking for it, which left nothing to sell back to Gladys. This kinda frustrated me because I still didn't have the money to get to Monarch, but I rolled with it and RPed it. Yeah, GLADYS, I'm not gonna be controlled by you, I'll find my OWN way to Monarch. So instead of paying her the 10,000 ridiculous bits to get the key to Monarch, I landed in the dangerous part of Monarch and will be walking to the mission point. It was a mistake at first, but it led to a moment where I could roleplay my own lack of attention to detail, and find that my character is someone who doesn't want to bow to people, even if it's not The Board.

Wes Bates

Hey MinnMax Crew, you asked for some very detailed observations from the game that I enjoyed so I am here to oblige. I really love the loading screens in this game. I'm not sure if you've noticed but the more you progress in the game the more the loading screens change. For instance when you first get the Unreliable you start getting prompts and logo's for the Unreliable that you didn't get before you had the ship. Similarly depending on your choice for the Power mission in Edgewater and what you do you will get a kind of "Breaking News" style ad at the loading screen for whatever the outcome of that mission was. It's a pretty neat detail that sort of catalogs your adventures as you go. The humor of the game also carries over really well into the loading screen. For example there is a prompt at the bottom where the game tips normally appear that I've seen which says something along the line of "your game tips could appear here" as if it is a prompt to sell ad space in the tip area. I found that really clever and fitting well into the hyper-capitalism theme's the game presents and it's just one of a laundry list of little things in the game that I appreciate humor-wise. I also really appreciate the humor in the writing and the small details present there too. In reading some of the computer messages sent from Junlei Tennyson to Parvati, Junlei's message ends in an obvious typo. The next line down is a follow up from her cursing the autocorrect feature on whatever she was composing the message on. That type of realism in the humor is so effective for me and I really appreciate that. What small details have you enjoyed most?

Em Gravesong

Probably my favorite part of Groundbreaker has to be Martin Callahan; everything about his little pseudo-arc played into the comedic bit, but still actually evokes real sympathy for this sad, sad, man saddled with an awful, awful job.

Wes Bates

Hey guys, did you talk to Martin Callahan (The Spacers Choice Moon Salesguy on the Groundbreaker). Listening to his sales pitch and subsequently his backstory is hilarious. He gets more and more depressed the more you press him about it and all he has to fall back on are his slogans and sales lines. It's one of the funniest conversations in the game up to that point for me and if you take your companion Ellie back to talk to him after you pick her up there is some additional dialogue there where she starts picking on him that's really good too. What dialogue moments are your favorite in the game so far?

Bill

Hey guys! Super stoked for the first Deep Dive! So far the game is great, though there are quite a few short comings the game has, but overall I'm enjoying the experience. The only thing I'm gonna bring up is why can't I dig up graves in an Obsidian game? I'm on Super Nova difficulty and I need every bit of help I can get, so when I found not only a shovel but also a spade near Edgewater, I was excited to get some loot through the nefarious means of grave robbing. Turns out it's not possible in the outer worlds, which is odd because in Fallout 2 and New Vegas you could grave rob, and even get branded a grave robber for the rest of your playthrough in Fallout 2. Thanks for the deep dave and I'm excited for the next episode!

Edgar Vazquez

You guys thought about using any mods yet? I hate encumbrance and have been thinking about maybe using a mod to get rid of it. Do you think encumbrance add to the experience in some way?

Neil Brown

The first hour or so I wasn't really feeling the game, but then the comedic timing of the Vicar getting his banned book and saying "It's in fucking French!? I can't fucking read French!" gave me a good chuckle. Hope for more joke timings like that.

Brian Riegel

I'm playing on hard and woof are those first couple hours rough in that you take so much damage and cannot really be tactical; it gets a little bit easier as you gain more equipment and levels but still... Apparently, I'm a kleptomaniac because I ransacked every nook and cranny in Edgewater and stole EVERYTHING sans the stuff in the marauder's b.o.o. though I haven't stolen nearly enough from Groundbreaker...too many eyes! My conclusion to the Reed/Adelaide issue (Reed left and Adelaide took over) was probably my favorite thing aside from many of the NPC's sardonic wit. So far I think my favorite character is Pavarti. I Love how earnest Pavarti is kind of like who Kaylee is on Firefly. I haven't quite landed on Monarch yet and still have a few missions to tend to before getting there but so far, I'm loving the game and cannot wait to continue the story!

Nick M

Good jokes so far: Sign in the saltuna cannery reading "Loose lips? Pink slips!" When talking to Silas the Inhumer during the quest where you are collecting his gravesite fees, he tells you to dig up some more dirt in the backroom of Conrad's barbershop. One of your response options is "Are you talking about 'extortion'?" to which he responds very matter-of-factly "Ah that's the word! Extortion! Been on the tip of my tongue all day."

DJ Tommy Pizza

Hey Ben, Kyle, Suriel, and Jeff! Loving Outer Worlds so far, really nailed the early Bioware + Fallout formula. I personally get a little bit of a Firefly vibe too, especially from talking with Reed Tobson and Pavarti in Edgewater. Also wish there was some way to further customize my avatar's armor with color choices but I'll be fine since I really only see him in the Inventory screen. Can't wait to hear your thoughts as well!