Outer Worlds 2 Companions Won't Have Sex But They Can Try To Kill You
Briefly

Outer Worlds 2 Companions Won't Have Sex But They Can Try To Kill You
"Companions in the original Outer Worlds were kind of stiff. You could build up your relationships with them. They'd tell you when they were unhappy. But none of it ever led anywhere. They amounted to a fire-suppressing peanut gallery that helped you learn about and reflect on the world around you but little more. The Outer Worlds 2 will try to fix that."
"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."
Original Outer Worlds companions provided dialogue and relationship flags but produced few meaningful consequences. The Outer Worlds 2 makes companions reactive and consequential, still disallowing romance but introducing potential hostility and lethal conflict. Six optional companions appear, each tied to factions: Niles (Earth Directorate engineer), Valerie (Earth Directorate robot), Aza (Glorious Dawn cultist), Inez (Auntie's Choice field medic), Marisol (Order of the Ascendant assassin), and Tristan (Protectorate hammer-wielder). Companions possess independent goals and motivations. Aligning with companions yields support in combat. Opposing their interests can provoke confrontation, abandonment, or having to fight them to the death.
Read at Kotaku
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