

New Vegas' companions, however, have their own self-contained stories that are less connected to the fate of New Vegas in the main plot. In The Outer Worlds, there aren't really any good reasons to refuse recruiting companions like Vicar Max - as in games like Dragon Age, the option not to recruit companions really only takes away from the experience of the main story. New Vegas' balancing act made it a particularly replayable game that stood out from Bethesda's usual offerings in its memorable characters and unique setting. If The Outer Worlds 2 follows suit, it isn't that it will fail to achieve the same balance of breadth and depth achieved in New Vegas - achieving that balance simply will not be among the game's goals. That design philosophy specifically aimed to create a smaller first-person RPG with a more scripted story. While a sequel to The Outer Worlds could make improvements, however, it seems less likely that The Outer Worlds 2 will abandon the design philosophy of the first game. For the Iconoclast and Marauder outfits, the player can simply equip pieces with descriptions that begin with phrases like 'Iconoclast helmet. The 3 requested armours are: Iconoclast, Marauder and 'Spacer'. The player must return to Celeste wearing the various armours she requests, the player must wear both headpiece and clothing. After all, if their last delivery left the Courier in a shallow grave, it might not be worth risking another bullet to find out why. Makes Space Suits, Won't Travel is a quest in The Outer Worlds. The player is left with some huge questions: why was the Courier's package worth killing for? Who was the man in the checkered suit who left the Courier for dead? Was their survival merely pure luck, or something more? The true genius of this opening is that it gives the player total freedom to define who the Courier is and motivates the player to pursue the main quest on their own terms without making it seem odd if they decide to explore the world instead. After a miraculous recovery they return to the Mojave Wasteland. Though simple, it's a particularly strong opening. In Fallout: New Vegas the Courier starts the game having been shot in the head and robbed of their last delivery. In Bethesda's Fallout 3 and Fallout 4, the player character is given extremely personal and character-driven reasons to pursue the main quest, but the player themself has far less freedom to define who their character is and what might motivate them.


In Skyrim, for example, the player character is afforded immense freedom, but in order to achieve this the game's scripted storytelling is decentered, companions are generally nondescript, and the main quest falls to the wayside.
