Xbox's next-generation RPG unlocks ridiculous character choices we dream of
Blog Andrew Joseph 15 Jun , 2025 0

Bioshock Infinite's protagonist, Booker Dewitt, arrives in the floating city of Columbia, where local police will set out to describe their expected false prophet for so long. The only trouble is that they spent years throwing the people into a madness of xenophobia. The horror of paranoidness is that they are back when they speak to witnesses.
We heard on the radio that Booker was a hybrid racing dwarf, or a French man with a missing left eye – no more than four feet and nine inches. The conversations heard were ironic when Dewitt stumbled upon a sketch artist putting facial composites together.
“He's taller than that…slim. His eyes are farther away. Bigger than that. Squint. His hair is…well, red and curly? He looks at the Irish at me. Yes, that. Oh, he's anarchist of course. You can find them anywhere, you know.”
It's stupid, but it's one of the most subtle touches of Biochico Infinity, a way for developers to play irrationally, to demonstrate how its own narrow belief system eliminates backward societies. It comes to mind during this summer's Xbox showcase Clockwork Revolution It was finally widely announced.

Bioshock Infinite is a direct reference point for first-person action games in Victoriana and Time Twisting mechanics at the turn of the century. While we will “play in the mud” rather than in the sky, Inxile's new game portrays a society in which power imbalances lead to the atmosphere of powder kegs. Here, the gunfight fought against old-style rifles and temporal magic on the factory floor. With a flick of your wrist, you can turn a pile of rubble back into the wall and cover the lid behind it. This is very consistent with our memory of irrational swans.
There is even an early scene where a nobleman is angry and hoarse in the hall of the police station, providing a witness description of the burglary suspect. “Tall… quite slim,” murmured the Lord. “Well, muscular. Very fast and agile. Use your beard. No, bigger!”
However, this time the takeaway is very different. Paranoia is non-toxic, not paranoia, but the flexibility of its character creation tool. Because with this at its core, the Clockwork Revolution is not a first-person shooter, but a wasteland tradition, the story of the bard and the airplane landscape: the torment of the Western RPG, which is all the games the studio has offered in the past.
At the start of the campaign, you can define your background as a Gear Smith, who sneaks in his life, or a book saved from an orphanage by a wealthy sociologist. You will pick from features with names like Street Stalkers and Steam Whisperer and distribute attribute points to determine your resistance to conversations with chemicals or talents. Your journey back to the past will bring ripples into the future, changing the nature of the city around you – an attractive prospect for RPG reactive fans.
In fact, despite its initial appearance, the Clockwork Revolution has less in common with Ken Levine's work than it has Outside World 2. Obsidian’s upcoming sequel is also featured in this year’s Xbox Games showcase, with the same emphasis on reactive world architecture and many of the small custom quirks that make up a truly unique player character. As game director Brandon Adler explains in Outer Worlds 2 Direct, you play the role of a Earth Bureau agent – basically a Sky Marshal. But the game will not lock in the background or personality of the character. You may have joined the bureau to escape an excellent warrant against the crime you committed. Or, you could be a fraud to go on the coast with the deadly reputation you have earned from accidental killing. You can't be a gear smith, but you can be a failed Roustabout.
Both games can be the same as their art directives and have a slightly fancy palette and over-high armor design, as if Jon M. Chu could pick them. They don't scream to be taken seriously – especially in the clockwork revolution, where mechanical dolls scream to “keep my dirty pickup keep me.” In each case, this vertex actually helps support granular RPG systems. It creates space for character decisions, not only in line with the biggest hits in the genre.
For a tangible example of the last point, check out the flaws in the outside world 2. If your knees are not good, you move faster throughout the game – but every time you stand up from your squat, your joints pop up, indicating that your position is indicated to nearby enemies. And, if you are a zealous maniac, your character will sometimes look for items in the store without warning – leaving you with the task of explaining yourself to the guards. Will you get better prices when selling loot? Only you can decide.

In an unconventional fantasy, you can choose to be stupid in Obsidian's RPG – not only to embarrass yourself in conversation, but also to repair your computer by pushing a can of hot dogs into a fuse box. The scope of this intentionally stupid decision is definitely reflected in the Clockwork Revolution – just like in the trailer, the protagonist repeatedly ignores a terror shopkeeper named Uncle Alfie, and instead talks to Errol below him. There were several unwise dialogue choices later, poor Errol splashed on the floor, his head slammed by the candlesticks of the excited employer. “Brain,” Alfie smiled. “If I hadn’t seen it with my own eyes, I wouldn’t have believed it.”
Such a scene is surprisingly surprising – rare in the RPG genre, in which case personality and dialogue choices are often overly familiar. More importantly, they simply do not belong to the more severe universe that obsidian avoids or tortures of toxicity: the tides of Numenera. In other words, the absurdity of these environments helps keep the genres changing and fresh – and even pushing it.
Of course, Zaniness is a taste of gain, and these games may exaggerately turn into a harsh rather than satisfying tone field. However, the nature of the choice-driven RPG is the most extreme aspect of their choice is optional. No one forces you to wield Spectrum Dance Saber, a musical sword in Outer World 2 that gives you damage bonus if you can beat enemies in beats. This is your choice, and the tone of your experience can be adjusted to your taste.
For now, I look forward to building my own portfolio of Corkney criminals in the Clockwork Revolution – with the help of robot police officers, he feels suspicious when I pump social skills. “Why do you think they are so charming?” he asked vigilantly. “Are you sure this isn't a weird lover?”
Jeremy Peel is a freelance journalist and friend of anyone who can see photos of his dog. You can follow him on Twitter @JEREMY_PEEL.