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Outriders Key Features Revealed at PAX East

Square Enix and People Can Fly revealed today at PAX East some of the key features for their upcoming co-op RPG Outriders, the game won’t include micro-transactions, and won’t be a game-as-service, the game will include all the content. Square Enix also released several trailers which tells more about weapons, the story and the sci-fi universe.

The development of the game started four years ago, the project is being led by former Epic Games’ designer Bartek Kmita and the Lead Writer Joshua Rubin, the project was announced at E3 2019. Outriders will launch on holidays 2020 after the launch of the PS5 and Xbox Series X.

Square Enix released a couple of trailers that gives some insight on the sci-fi universe where the events will take place:

Some of Outriders‘ key details are reported by Giuseppe Nelva of Twinfinite:

  • The developers created about 200 years of lore for Outriders. In the game, you can find all that information.
  • Everything in the story is determined by cause and effect and you can see it in the environment and the people.
  • The developers consulted with experts on how the colonization process would look like in a hundred years. For instance, everything of the colonization ship would be reused, including the engines.
  • You can switch classes and even players playing together with the same classes may play in very different ways depending on the skills they use. There is a lot of synergy between these skills.
  • Players can really play in the style they prefer. You can be ranged, melee, or even a mix of both.
  • You have so much power that you could probably play this shooter without actually shooting anyone but simply using your powers.
  • When you reach an area with your caravan of trucks you set up a camp with NPCs which works as a quest hub. Each level is different compared to the others, with different color palette, environments, mood, and more.
  • Multiplayer is drop-in-drop-out at ant time. The story can be played fully in single-player or co-op changing at any time.
  • Gameplay is basically World War I-style trench warfare in a sci-fi environment.
  • This is not a game-as-a-service. The whole game is in the box from the beginning to the end.
  • There are no loot boxes or microtransactions.
  • The game has three and a half hours of “really cinematic cinematics.” Yet, there’s plenty of environmental storytelling and interactions during gameplay to add to that.

Source: Twinfinite

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Guillermo Ortega

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Guillermo Ortega

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