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  • Start Anthem’s Tomb Trials As Soon As Possible
    by Matt Miller on February 18, 2019 at 10:28 pm

    Most players are still waiting to get their hands on the final version of Anthem, even as some PC players have been able to dive in and explore the full game through their Origins Premier membership. If you’re one of those players, it’s possible that you’ve already run into a particularly tedious stop sign on your forward progress through the game, which comes in the form of a grind-focused quest several hours into the main game. The Challenges of the Legionnaires (or Tomb Trials) can be a pain, but on the bright side, you can begin to accrue the objectives you need even ahead of when the mission opens up. Here’s what you need to know. Getting Started There are four tombs, and for reasons we won’t get into here to prevent spoilers, you’re going to need to get into each one before the story can progress. Each tomb is themed around a particular dead Freelancer, and you need to complete certain feats to be worthy to enter each tomb. You will undoubtedly complete at least some of these objectives through the natural course of playing. Others will likely require purposeful effort. You don’t need to do these in any sort of order, but they’re listed alphabetically below. The Trial of Artinia requires: 5 World Events: You can only complete this by playing Freeplay, so you’ll have to take a break from normal missions. While on a Freeplay expedition, listen for notifications from your cypher, and watch for a purple icon to pop up. This indicates a publicly playable event. Note that when the event completes, you have a chance to move forward what is arguably the most frustrating objective in the bunch, collecting treasure chests (see below). But be aware that you have to be the person who actually opens the treasure chest, so as soon as the World Event ends, rocket over to that chest. 30 Weapon Defeats: If you don’t have this one complete, it’s possible you’re playing the game wrong. Shoot some enemies with guns. 15 Weak Point Defeats: Bad guys will flash yellow damage numbers if you hit their weak spots. Kill an enemy with one of these shots to advance this objective. 9 Elite Defeats: The best and most consistent place to find Elites at this point in the game is in the Stronghold, called the Tyrant Mine, but you’ll see them in other places as well. You’ll see Elite in their name. The Trial of Cariff demands: 3 Mission Completions: This one should be complete if you’ve been picking up and playing missions from quest-givers. 30 Gear Defeats: Another easy one. Use gear abilities to kill enemies. 15 Combo Triggers: Straightforward, if you know what you’re looking for. Try to equip both a primer and detonator from the Forge. Primers show a dot when you’re looking at their tooltips, while detonators show a star. Use these in conjunction when attacking enemies to trigger combos. 3 Multi-Kills: Enemy kills in Anthem are frequently single target, so you might need to consciously pursue this one. Try hitting groups of enemies as they spawn, particularly with an Ultimate, with which you’ll have a high likelihood of inflicting large amounts of damage quickly. The Trial of Gawnes needs: 50 Melee Defeats: Any javelin class can complete this, but it’s especially easy with an Interceptor; melee is one of their specialties. 50 Ultimate Defeats: This could conceivably be a grind, since you must wait for your ultimate to recharge between each use. Find a spot that consistently kicks out or spawns large numbers of enemies in one place. One excellent option is in the boss fight for the Tyrant Mine stronghold. When the boss regularly flees, a large group of enemies emerges from a nearby cave. Pop your ultimate and snag some kills. 3 Legendary Defeats: We recommend not worrying about this one. Legendary enemies often show up as bosses, and if you consistently play expeditions, you will complete this objective without a problem. The Trial of Yvenia insists on: 15 Treasure Chests: This is the one you’re likely to get frustrated over. It doesn’t sound like 15 chests would be a big deal, but most players we’ve spoken with have gotten hung up here for a couple of hours. That’s because (unless it gets patched) you must personally open the treasure chests, not just benefit from what’s inside. Because of that, if you’re playing in a group, you need to be the first one at the chest to get credit. The Tyrant Mine stronghold has a couple of chests available, and world events will also help you along your way, presuming you get to the chest before other players. In Freeplay, there’s also a number of treasure chests that are hidden throughout the open world. They can be hard to spot, but they do have a distinctive blue glow if you sight one. Good luck. 25 Harvests: This challenge is straightforward, but it can take some time if you haven’t been attentive to gathering crafting supplies. Watch for mineral and plant foraging points on the ground (and underwater) as you explore, especially in Freeplay. Harvest those nodes to progress the objective. 3 Javelins Repaired: Nothing fancy here. Play in a public party, and watch for those moments when one of your companions goes down. Of course, this is more likely to happen on higher difficulty settings… 10 Collectibles: This is a good one to watch out for from early on. If you are conscientious, it’s unlikely you’ll have to spend too much time searching when the time comes. Collectibles are marked with a small magnifying glass when you get close. Unfortunately, the ones you find in the hub space of Fort Tarsis won’t progress this objective.  Good luck on your hunt. By keeping the objectives in mind ahead of when the mission shows up, we hope you don’t get hung up for too long on what can otherwise be a tedious slog. […]

  • The Sports Desk – The UFC 4 Career Mode Wishlist
    by Matthew Kato on February 18, 2019 at 9:00 pm

    This week my colleague Brian Shea weighs in on what he thinks the UFC franchise should do to build upon the foundation of its career mode. Developer EA Vancouver hasn't officially announced the series' next installment, so there should be plenty of time for it to listen to Shea's excellent suggestions. --------------------------------------------------------------- It’s no secret that I loved EA Sports UFC 3 when it launched last February. In my review, I called it, “the best MMA game ever released.” While I still stand by that statement, now that we’re a year removed from launch, I think EA Vancouver could still make several adjustments and improvements upon the already-strong offerings of its 2018 release. UFC 3’s huge push was its new career mode. It delivered a fun trek from the local circuit to becoming the GOAT, but it fell short of truly delivering the feeling of being a UFC fighter. The basic loop of just training and fighting is a good first step, but there’s much more to being a fighter than just those two elements, and without things to break it up, the process of training can become tedious.  UFC 3 acknowledges that self-promotion and generating hype for your fights is a crucial in today’s MMA landscape. Last year’s entry let you respond to social media posts by your rivals and choose to brush off training in favor of streaming video games or doing promotional activities, but I’d like UFC 4 to take this a step further.  Give us press conferences where we can navigate dialogue trees to answer questions. Through these options, we can either build hype for our next fight, or maybe pave the way for a future rival or opponent. The same could be said about post-fight press conferences. After nearly every real UFC fight, Joe Rogan or another commentator interviews the winner. This gives them the spotlight to not only showcase some personality, but often call out a next opponent.  Of course, this would only work to its full potential if storylines are more prominent in career mode. This was actually a category in which I think UFC 3 moved in the wrong direction. With UFC 2, the career mode showed you not only the other fights on the card you’re on, but also the results of those fights; you could spot another fighter in your division tearing it up across each card, letting you play a narrative out in your head. UFC 3 removed the simulation logic, which hurt your awareness of what was going on throughout the rest of the UFC. I want UFC 4 to create these narratives for you. Not only should UFC 4 resurface that simulation logic, showing the result of each fight on the schedule, but I would love for it to produce headlines coming out of each fight card – even if you’re not on it. We see this nearly every week in the MMA media: “Who is Conor McGregor going to fight next?,” “Is TJ Dillashaw going to fight Henry Cejudo again, or did Marlon Moraes earn his shot?,” “Does Stipe Miocic deserve an immediate rematch after losing to Daniel Cormier?” Obviously, this would require some complex solutions be put in place, but I’d love to see those narratives surface about the UFC roster at large, as well as the storylines that MMA reporters and fans are talking about as a whole. We get a little bit of that through the in-game social media, but it doesn’t feel broad enough. Also, I really want to see things like weekly ranking updates, including champion turnovers. When UFC 3 launched, the same champion remained atop the division until you dethroned them. It’s so rare that a champion remains on top year after year, so I’d like to see that same simulation logic showcase the changing of the guards as you climb the ranks yourself. MMA is an unpredictable sport, and just because someone is the best now doesn’t mean another fighter can’t take their belt next month. With the sport being so unpredictable, I’d like to see more leaning on those elements. Let us deal with the frustrations many fighters deal with in real life. UFC 3 toyed with the idea of getting injured if you overtrained, but you never suffered anything beyond a temporary attribute drop. I want the possibility of having to pull out of a fight if you go too hard.  Weight cuts also play such a huge role in the landscape of the sport, I’d love to have to showcase discipline to make weight, or be able to have some weight-class mobility beyond moving up to do a champion-versus-champion fight. Especially lately, we’ve seen fighters opt to go to heavier classes because they aren’t as depleted from the cut; what if you could choose to fight at a lower class, which gives you a size advantage, a boost in speed, and maybe even a shallower field of fighters in your path to the belt, but your chin, stamina, and power attributes take a hit? Things like this could help truly make it feel like your personalized story to UFC glory, rather than a cookie-cutter mode that shepherds you from one fight to the next. If UFC 4 keeps the same foundation for its career mode (and I think it should), I’d love the ability to import custom characters and legends to populate divisions. UFC 3 did a fantastic job of adding post-launch fighters, but they missed several of my all-time and current favorites. However, due to the pretty good fighter creation suite, I could create pretty convincing fakes. Unfortunately, I couldn’t bring those fighters into career mode unless I was playing as that fighter. It’s not an essential feature, but it would be cool to import some of the custom fighters I made to see how they fare in the simulations as I make my own way to the top. EA Vancouver’s updates to UFC 4’s career mode could be plentiful, but I would actually love a new offshoot of the traditional career mode that we haven’t seen before in a UFC game. Other sports franchises like Madden and NBA 2K allow you to become the general manager of your favorite team. It would be awesome if a UFC game borrowed elements of this to let you step into the shoes of a matchmaker or UFC executive like Dana White. Taking control of the UFC in a GM-like mode would be a blast as you get objectives for each year, then work to fulfill them. Putting together fight cards each week to sell the most amount of tickets and get the highest ratings while running the day-to-day behind-the-scenes operations could prove beyond rewarding. Do you match up the two top contenders or give one of them a title shot? Do you establish an interim belt, or do you let an injured champion recover without a threat to his title? Do you give an unhappy fighter more money, or let them leave the UFC for another organization and sign a talented regional champ to fill their slot on the roster? Maybe it’s time to establish a new policy or weight class, or do a special tournament to determine a new champion? You can already put together custom events and tournaments in standalone modes outside of career, but bringing these elements together into one cohesive experience could be enough to pull me out of simply replaying the fighter career mode over and over again. It’s definitely a longshot that this ever happens since it would be so different from anything else EA Vancouver has done to this point, but I could see myself getting lost in such a mode. Other than these big changes to career mode, I’d love to see some tweaks to striking that limits the benefits of backing up while attacking, as well as some shake ups to the ground game to make an exchange with a skilled jiu-jitsu fighter feel different than someone who can’t hold their own on the ground, or is more from the wrestling discipline when it comes to ground situations. We don’t know when (or even if, for that matter) EA Vancouver will announce UFC 4, but I’m hopeful that they will include some of these elements. What would you most want from a new UFC game? THE TICKER Hitting & Defensive Changes Highlighted For MLB the Show 19 Hitting Twitchstream Defensive Twitchstream R.B.I. Baseball 19 Teaser Trailer NBA Live 19 Gets All-Star Edition Tennis World Tour Gets Roland-Garros Edition & Esports Initiative Konami Stops Sale Of MyClub Real Money Currency In Belgium PES 2019 Gets New MyClub Events Winter Sports Title Snow Goes Into Full Release Skateboarder OlliOllie: Switch Stance Out Now In the Nintendo eSho […]

  • Tetris 99 Review – Winner Winner, Tetris Dinner
    by Kyle Hilliard on February 18, 2019 at 8:30 pm

    Publisher: Nintendo Developer: Arika Release: February 13, 2019 Reviewed on: Switch When the battle royale genre began its rapid climb of popularity and it was clear others would be adopting the format into their own games, the idea of Tetris battle royale became an absurd joke meant to undercut the industry’s eagerness to embrace popular trends. Tweets and Photoshops imagining what a Tetris battle royale would look or play like appeared and we all laughed at the ridiculous idea. Now that it exists, we should all feel collectively dumb, because it’s a lot of fun and it can get surprisingly intense. In the aptly named Tetris 99, you play classic competitive Tetris against 98 other players simultaneously. The typical Tetris gameplay is fully integrated here, and it looks nice and plays well. You can employ familiar tricks like saving blocks and hard-dropping pieces by pressing up on the d-pad. You see miniature versions of all the other games happening around you, and watching the other players live makes the whole experience exciting and intense, especially if you make your way to last handful of players. Click image thumbnails to view larger version                                                                                                               Just as you have in the past when playing Tetris against others, you send your deleted lines to opponents, and you receive the deleted lines of other players. You can play Tetris and have a good time by just letting it default who you are competing against randomly, but some additional depth is mapped to the right control stick allowing you to choose who gets your deleted blocks. You can send your blocks to those attacking you, those who have the most badges, or to those who are in danger of being defeated soon. You can also manually select from the individual 98 other players with the left control stick, though this is an admittedly difficult tactic. As you defeat opponents, you get badges, which let you send exponentially more deleted lines to the competition. Getting to choose who gets your blocks expands Tetris’ baked-in thoughtful puzzle gameplay and it adds a fun layer of strategy to the endgame. Figuring out how those new mechanics work on the fly can be intimidating, though. A tutorial would have been helpful, since I spent my early rounds not really understanding what I was doing, even if I was playing Tetris well. Thankfully, if you’re a skilled Tetris player uninterested in those new mechanics, you can succeed without fully engaging with that element. Click image thumbnails to view larger version                                                                                                               The random nature of who you are competing against leads to frustrating rounds where you get unfairly decimated within the first few minutes. An overwhelming number of lines can get dropped on you at once, and even if you were playing well, it can knock you out. Thankfully, jumping into a new round is relatively quick, so you won’t feel the sting of defeat too long. You level up as you play, but outside of the number next to your name going higher, and the icon representing you changing at certain tiers, the progression isn’t particularly rewarding. The overall scope of the game is limited, but it’s engaging enough to keep you coming back for more. Tetris 99 is a pleasant surprise, and is my favorite content offered by the Nintendo Switch Online service to date. The idea of playing Tetris against 98 other players at once seems ludicrous but is fun in practice and delivers intense moments just like when you’re among the final few in a battle royale game. Score: 8.5 Summary: Tetris 99 is a pleasant surprise, and is my favorite content offered by the Nintendo Switch Online service to date. Concept: Play competitive Tetris with 98 other players simultaneously in a puzzle-based battle royale Graphics: Seeing all your opponents playing in the background is busy, but it does a good job of making you feel like you are in the middle of a huge Tetris battleground Sound: The nostalgic and catchy Tetris theme orchestrates your drop-blocking and is remixed where appropriate in fun, intense ways. The new music in the menus is good, too Playability: The Tetris gameplay works great, though I did have some issues hard-dropping pieces with the Pro Controller’s d-pad. Swapping between opponents with the analog sticks is well-integrated Entertainment: Tetris 99 delivers a fun and intense experience while taking inspiration from gaming’s most popular multiplayer trend Replay: High Click to Purchas […]

  • See How Far Cry 5's Hope County Has Changed In Far Cry New Dawn
    by Jason Guisao on February 18, 2019 at 8:05 pm

    Click here to watch embedded media YouTuber Louay Khemiri pieced together a side-by-side comparison of Far Cry 5 and Far Cry New Dawn's shared backdrops. The lush meadows and dense woodlands of Far Cry 5 have been meticulously replaced with barren wastelands and ashen color palettes. In more open areas, the neon-pink flowers and glimmering sky-auroras of New Dawn add a psychedelic element as opposed to 5's organic greens and blues. Additionally, New Dawn features shrubbery overgrowth as a side-effect of society's prophesied decline.  For a more in-depth look at Far Cry's latest installment, read our review here.&nbs […]

  • The Universe Of The Outer Worlds
    by Matt Miller on February 18, 2019 at 7:45 pm

    One of the most exciting aspects of The Outer Worlds is the opportunity to see the role-playing experts at Obsidian try their hand at a brand-new setting. While the gameplay of this new franchise draws comparisons to other first-person RPGs, the universe that players explore is entirely new. Set in a distant corner of the galaxy, The Outer Worlds is a fascinating mix of classic sci-fi pulp and an irreverent send-up of corporate culture and capitalism. The character you play is, in many ways, as much an outsider as you are as the player – a recently unfrozen colonist forced to contend with a bizarre culture and alien solar system – and that backdrop promises to be especially memorable. Not As You Remember “This is an alternate history,” says co-director Leonard Boyarsky. “There was a point where the timeline split off. It was at a certain point, around the time of Einstein. There was a first World War, but it was for different reasons. And maybe there wasn’t a second World War.” One of the defining features that set Earth apart in this new timeline is the nature of companies, classism, and the central importance of money-making. Imagine the already absurd power of corporations, banks, and billionaires in the real world, and ratchet it up several more degrees. “What if the trusts hadn’t been broken up?,” Boyarsky muses. “You have these robber barons at the turn of the 20th century. A couple of hundred years later, what if we still have that culture?” In this twist on history, Earth is already the domain of massive and powerful companies as humanity begins to spread out across the stars. Rather than the intrepid explorers and diplomats of some other science fiction properties, it’s the reaching arm of capitalism that sends humanity hurtling into the void, and habitable planets across the galaxy are being carved up like parcels of land in the American Old West. This first installment of The Outer Worlds focuses on one particular solar system called Halcyon, and the ten companies that banded together to purchase it. “The corporations have pretty much taken over everything,” Boyarsky says. “But they want to go that last little bit and make it the perfect society for corporations. When Earth was colonizing the furthest reaches of the galaxy, they bought one of the furthest colonies and set up what they thought would be a corporate utopia, where they can control every aspect of people’s lives.” When speaking to the developers at Obsidian, it’s especially exciting to learn how expansive this new universe really is. While Halcyon has received the bulk of the attention and fleshing out, the team isn’t shy about highlighting this one solar system as just one part of a larger network of humans across the stars. “We made a list of the other colonies,” says co-director Tim Cain. “They have names and what their major products are. There are some companies and governments that were big enough that they just bought a colony on their own. Ours is unusual in that there are ten different corporations, but it’s because it was so far away and took so much money. We also have said that there is one guy who is pretty much like the Bill Gates of the universe. He was so wealthy that he bought a colony by himself. And the first thing he did was seal it off. No one’s been there for a hundred years.” It’s not just the path of corporate greed that has taken a different direction in The Outer Worlds. Obsidian has also spent time establishing different rules around physics and natural law; it’s all internally consistent, but it’s meant to flex to the needs of a central guiding mantra: Fun trumps realism. The alternate nature of science is perhaps best represented by the nature of space travel, and how it feeds into the main story of the game. “In this universe they found a way of increasing your velocity discontinuously,” Cain explains. “If you can go from one velocity to another and not occupy the ones in between, you can really get really close up to the speed of light, and then jump over the light speed barrier. They found a way to do it. What’s weird is that when you do skip over light speed, you’re in some other weird space, everything’s gray, you can’t see anything, and you can’t turn.” As a result, mistakes are possible, and that’s exactly what happens with the game’s main character and the thousands of other colonists onboard The Hope, the second colony ship that had been heading to Halcyon. After coming out of skip space early, The Hope took many more years to reach its destination. And by then, this new corporate colony no longer knew what to do with them. Home Away From Home The Halcyon system and its colonies didn’t turn out the way the corporate board had hoped. Things looked promising in the beginning, with two seemingly habitable planets and an initial group of colonists aboard a first ship. But even before The Hope went missing, problems arose. One of the habitable worlds, Terra 1 was a moon orbiting a massive gas giant called Olympus. Human terraforming didn’t work on the planet, and among other problems, much of the local fauna was dramatically altered, sizing it up into mega versions that pose tremendous threats to human life. In-game, Terra 1 has been renamed as Monarch, and it’s a dangerous place to live. It’s also where the board’s outsized influence has begun to fray, as many groups and individuals are rebelling against the companies. For players, Monarch will replicate some of the expectations of an open-world space, but on a smaller scale. “Monarch has a bigger wide-open playspace,” Boyarsky says. “There’s three or four different little towns on Monarch. Because it has a big, wide-open area, you can walk between them, or just fly to the different ones in your ship once you unlock the landing pads.” The other comfortably habitable planet orbiting the Halcyon star is called Terra 2, and it remains much more under the sway of the board. Here, the colonists have largely accepted and even embraced their roles as corporate workers, but the façade is slowly breaking down, as towns slowly fall into disarray. Marauding thugs who have abandoned the company life wander around outside the towns. And even inside, the appearance of homey comfort has begun to fray as prefab structures have begun to fall apart and jobs remain unfilled, even as the various companies try to keep up good appearances. It’s here that players will visit one of several contained locales, including the smaller settlements of Edgewater (inside the Emerald Vale), and Roseway, the town first shown in early videos for The Outer Worlds. Terra 2 is also home to Byzantium, the gilded city of the well-to-do, where every Halcyon colonist wishes they could live. Byzantium is closed off to those without the means to be appropriate residents; it’s a literal gated community with secrets that lesser company workers will simply never learn. While Terra 2 and Monarch are the two largest and most involved environments that players will encounter, they are not the only places that players will visit. Several other smaller destinations play important roles in the unfolding game, especially the ship that brought that first group of colonists to the system. “The Groundbreaker is the original colony ship, parked in the Lagrange point of Terra 2,” Cain explains. This station acts as a main port for the system, as ships come and go. “Freighters that come from out of the colony unload their stuff there, and go from there to be delivered around the colony,” Boyarsky says. “There’s some people there who live a bit outside the law.” In addition to rubbing elbows with the criminal element aboard the station, players will also rocket off to some of the other less-friendly planetary bodies around the system. There’s an asteroid called Scylla, which contains some laboratories and transmitting stations. “There’s a lot of abandoned stuff there; there’s no town on Scylla,” Boyarsky says. “We also have Tartarus, which is kind Venusian, but it’s even worse,” Cain says. “It’s just a nasty planet. It’s where the maximum security prison is, run by United Defense Logistics; Spacer’s Choice is a wholly owned subsidiary.” We don’t know much about Tartarus, or what business the players might have on a prison planet, but one of its chief exports does make for an amusing aside. “There’s a product sold called Tartarus Sauce, for dipping Saltuna fish sticks,” Cain says with a smile. “What they do is they take mayonnaise and they expose it the caustic environment of Tartarus for just a few seconds, and then put the lid back on, and they sell it. It makes the mayo really tangy, because it introduces a lot of very low-level toxins. There’s not a lot of restrictions on corporate food products.” Some of the other “outer worlds” of Halcyon are less likely to be on-foot destinations in the game, but may play a role in an understanding of the full setting. There’ the ice-planet of Typhon, around which The Hope has been parked until the company’s governing board can figure out what to do with it. Obsidian also shared that Eridanos is a gas giant currently being mined for resources, and another celestial body is named Hephaestus, a small mineral-rich planet near the sun. The idea is to create a believable space for players to explore as they adventure across space, and that means that not every site can be visited. But even the places you do visit aren’t likely to offer the standard space opera fantasy that the plasma rifles and rocket ships of this universe might at first suggest. Subverting Expectation The Outer Worlds is first and foremost a rollicking outer space adventure, but like the original Fallout that Cain and Boyarsky helped create, one of the magic ingredients is a healthy dose of social commentary (often couched in absurdist humor). Any understanding of the game’s setting is incomplete without grasping the ways in which this alternate history attempts to drive home some uncomfortable truths about capitalism, bureaucracy, and the people who blissfully buy the company line without question. “It adds something interesting, with the juxtaposition of this grand space adventure, even as we are going from corporate town to corporate town,” Boyarsky says. “There’s hopefully enough space adventure and heroics in there to satisfy people, and we don’t want people to think this a trip through bureaucracy, but there is that aspect to it.” Everywhere a player visits, they’re reminded not just of a company culture that is governing the entirety of this society, but equally important, the people who buy into that system. The colonists are terrified of unemployed people as much as they are of monsters – what could be worse than not having a job with the company? They blithely quote company slogans like they’re maxims for good living. Even the religion (The Order of Scientific Inquiry) instills the mindset that everyone is right where they’re meant to be, and straying from your job or place in life is tantamount to heresy. “What’s good for the corporation is good for the workers, and even good for humanity,” Boyarsky says. “There’s no greater good than serving the corporation.” “If you go into Obsidian’s kitchen there’s this thing listing employee rights,” Cain notes. “In our fictional world, you go into the kitchen and there’s a list of employer rights.” Individuals are trained from birth to put the company first, and recognize that they are more replaceable than the machines on which they work. People love their company like it’s the local sports team. The player is forced to contend with that mindset and its seeming insanity, and then accept the ways in which it echoes elements of corporate loyalty and tribalism in our own very real society. The result is a setting that makes us uncomfortable, even while it offers an escape into world of ray guns and spaceships. Behind the adventure, The Outer Worlds pokes fun at the absurdity of such a society, while making it just believable enough to make you think. “We like to subvert people’s expectations,” Boyarsky says. “We’re drawn to deeper social commentary, even though we’re not pretending we’re profound or anything. We like to play around in that arena.” “We’re not making colony simulator,” Cain adds. “We’re just trying to make this a really fun environment. And if we can do some social commentary along the way, so be it.” For more on The Outer Worlds, don’t miss out on our still-growing hub of features, interviews, and videos by clicking on the banner below. […]

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