If you can see an NPC, you can kill them in The Outer Worlds

I remember the first time I killed an NPC I really wasn’t supposed to. It was rather early on in Morrowind and I got caught pickpocketing. Things got nasty and everyone got their weapons out. I ended up killing someone on my way out of the inn and I got a popup that I had killed someone critical to finishing the game. It was my first time seeing a critical NPC without plot armour or some other invulnerability.

Obsidian’s The Outer Worlds will have no especially immune NPCs , but the game’s story won’t break either. While talking to Polygon, senior designer Brian Heins confirmed that the bloodthirsty devils in our midst can go to town. “Any NPC that is critical to a quest or some information, we have to have backups for the player.”

“Anyone you see, you can kill, [so] there’s got to be a way to get whatever they were going to give you, whether it’s a terminal entry or you can loot something off of their body or there’s a chest in their office that you would now lock-pick to get the information from. We gotta start figuring out all of those.”

Not many games offer this type of freedom, and I am already thinking of having a second playthrough that goes around killing everyone who gave me grief during playthrough one, a black book of crimes if you will. Because you can’t be a psychopath on playthrough one, right?

The Outer Worlds is expected to launch on October 25 on PC, PS4 and Xbox One.

If it has the letters RPG in it, I am there. Still battling with balancing trying to play every single game that grabs my interest, getting 100% in a JRPG, and devoting time to my second home in Azeroth.

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