The Outer Worlds 2 Takes Away A Key Choice For You To Make Role-Playing More Rewarding

The Outer Worlds 2 Takes Away A Key Choice For You To Make Role-Playing More Rewarding

Earth Directorate Commander Ash was sent to settle a labor strike issue on behalf of Auntie’s Choice, in an effort to gain favor with the corporate conglomerate. A bit of an outlaw, and someone who excels in shooting, lockpicking, and smooth-talking, I felt like my character was primed to work out a result that was favorable for the workers without too much of an issue.

I was able to enter the closed-off facility and even nab some blackmail on the manager in charge before confronting her directly about the labor strike. I conveyed the workers’ demands, and expected to be able to convince her to see things my way–after all, I invested a decent amount of points in speech.

It quickly became clear that no amount of talking was going to solve this dispute. As far as the manager was concerned, any concessions she might make would prevent the factory from hitting its quota. Someone with engineering or hacking skills may have been able to solve this issue by messing with the equipment in the factory, but my character wasn’t built for that. My character was good at three things, and I’d already exhausted the lockpicking and talking options.

Continue Reading at GameSpot

1 Comment

  1. unique33

    This sounds like an intriguing development for The Outer Worlds 2! It’s interesting to see how the game is evolving its role-playing mechanics. Looking forward to how this choice impacts the overall experience!

Leave a Reply

Your email address will not be published. Required fields are marked *