This was really good and there's a lot to like, even though my review is kind of negative and goes over the few things that keep it from being a must-play. The final stretch kind of funnels you down one path all while taking away your character's agency and giving it all to Welles. Stealth does the Deus Ex Invisible War kind of thing where there's always a stealthy solution to everything... and it's to find the little hole in the wall that just walks past any confrontation (and no XP for doing so). Too much focus on combat and looting for (a) a game that should be more of an adventure and (b) because of the limited options with weapon types, damage types, and ammo, makes loot almost entirely pointless. Stuff like the science weapons quest or finding unique variants are fun but don't do enough to solve the problem that you will have thousands and thousands of bullets of each of the three types at the end of the game - and that's including with heavy use.
The hub worlds were pretty small, too, which made a lot of the above feel limited. You finish exploring each world quickly, pick up some quests in the handful of towns per world, and that's it. Once you walk through the world once (a pretty short, single-direction walk), the only change between each visit is that enemies respawn. Enemies that never really change. You'd be forgiven for relying on fast travel after doing your round-trip of each world. It's not like you lose out on anything interesting. It also makes the worlds feel completeable, which is a weird goal for an RPG. You go to the handful of major locations, pick up a handful of quests, and loot some stuff so you have way too much money, medicine, and ammo. There are few if any incidental locations like a Bethesda game or even Breath of the Wild so curiosity isn't rewarded too heavily beyond a small handful of unique weapons or geographic formations.
It's one of those RPGs where the builds can at times have very different playthroughs (though there's always those side quests that are combat, period), but it almost would have been better off had you picked from "Combat, Stealth, or Talky" builds at the beginning and ignored all the stats.
I also thought it was weird how trivial it was to be friends with every faction up until the very end, where you are friends with every single faction save one. It's cool that your reputation has a pretty large impact on the last world, but all you need to do is do some quests on each world and boom you're friends with everybody. There was even one big decision I made that stopped me from 100% a faction on Groundbreaker, but it didn't matter because the outcome of my decision only prevented me from doing something, it wasn't a choice.
Which is kind of the biggest problem is that nothing was a choice, except Welles vs. The Board at the very end. Your reputation had an effect but it was only ever a benefit, never a choice. Unless you really messed up or had a bad character build, you're going to max everything and get the best everything. You don't lose out on relationships or quests or loot based on who you side with. You just get a reward or you don't, making your choices feel like they don't have a real impact.
The hub worlds were pretty small, too, which made a lot of the above feel limited. You finish exploring each world quickly, pick up some quests in the handful of towns per world, and that's it. Once you walk through the world once (a pretty short, single-direction walk), the only change between each visit is that enemies respawn. Enemies that never really change. You'd be forgiven for relying on fast travel after doing your round-trip of each world. It's not like you lose out on anything interesting. It also makes the worlds feel completeable, which is a weird goal for an RPG. You go to the handful of major locations, pick up a handful of quests, and loot some stuff so you have way too much money, medicine, and ammo. There are few if any incidental locations like a Bethesda game or even Breath of the Wild so curiosity isn't rewarded too heavily beyond a small handful of unique weapons or geographic formations.
It's one of those RPGs where the builds can at times have very different playthroughs (though there's always those side quests that are combat, period), but it almost would have been better off had you picked from "Combat, Stealth, or Talky" builds at the beginning and ignored all the stats.
I also thought it was weird how trivial it was to be friends with every faction up until the very end, where you are friends with every single faction save one. It's cool that your reputation has a pretty large impact on the last world, but all you need to do is do some quests on each world and boom you're friends with everybody. There was even one big decision I made that stopped me from 100% a faction on Groundbreaker, but it didn't matter because the outcome of my decision only prevented me from doing something, it wasn't a choice.
Which is kind of the biggest problem is that nothing was a choice, except Welles vs. The Board at the very end. Your reputation had an effect but it was only ever a benefit, never a choice. Unless you really messed up or had a bad character build, you're going to max everything and get the best everything. You don't lose out on relationships or quests or loot based on who you side with. You just get a reward or you don't, making your choices feel like they don't have a real impact.
A Fallout game fully realized and superior to its predecessor in every single way. And bug free! The Outer Worlds gives you all the tools you need to have a very good RPG time.
4.5/5
«Underrated»
Huge turn off for me when I realized I'd only be able to see the character I created if I held still for too long. I don't know ANY OTHER game that lets you create a character like that and then they never show them or even give you the option to go into third person to see them that way. The game was fun at the beginning but the longer I played, the more monotonous it became. It feels like the same thing over and over and all the characters are quite dull. If they make a second one, they have some work to do.
The game has its flaws, but it is definitely “must play” for whom are fond of rpg. Solid story, fascinating world, nice characters. The action gameplay is lame, but you’ll get used to it.
Expected more. Combat isn't great. Was unable to do most of the missions for the last faction due to the game railroading you into having a negative reputation with them.
What is so fascinating about this game is that it brings across a very contemporary story in the form of a fallout-esque RPG. Truly a great game that doesn´t compromise gameplay for a story or the other way around. I really loved the way this game played, although the final boss was rather one dimensional as a test of skills, the reveal was worth fighting it. Because in the end the enemy wasn´t a single person, it was the system. Every Character enriches the universe and every story is worth its playtime. Thank you Obsidian.
An traditional RPG trying to fit in modern times. Stats and perks obtained throughout the game are almost all flat percentage bonuses with no memorable benefits, with the flaw system being a bastardized import of Fallout's traits system. In fact, there is a severe shortage of interesting attributes for legendary weapons and armor as well, leaving anyone looking for a bonus that deviates from a percentage boost to a stat on course to be sorely disappointed. The story is about as deep as a kiddie pool, with all that it offers being plainly visible as soon as you enter. If you're even remotely in tune with the societal downfalls of rampant capitalism, the themes displayed will drive you insane with how repetitive and obvious they are. Dialog is overall a slog to go through, with skill-checked dialog options hardly posing any sort of barrier or challenge and writing that rivals that found in Borderlands, complete with punchlines in just about every other sentence.
In terms of combat, Obsidian has made clear efforts to make murder more appealing than in its previous games. A wide assortment of different weapons and mods make customizing your tool belt and firing away more enjoyable than ever, complete with a build-your-own-first-aid system that essentially acts as a streamlined Elder Scrolls potion-crafting system. Different damage types reward extra combat potency to players who can keep track of damage numbers. Partners can be outfitted with armor and weaponry to customize their firepower output, on top of their combat skills the player can activate on enemies during fights to gain an advantage (though every ability I have seen thus far is a variation on a simple targeted knock-down attack). While fights are initially fun on the surface, however, it does not take long to discover the problems with AI pathfinding in combat, leading to occasional enemies attempting to attack you through walls, staring menacingly from a distance, or other confusing phenomena.
All in all, if Fallout 4 seemed to you like a step in the right direction for RPGs as a whole, you'll feel very welcome in The Outer Worlds, but for those looking for a more systems-deep game that avoids oversimplification and hyper-fixation on combat and proceeds with a more serious tone, consider looking either backward or elsewhere.
If I have to eat one more science project passed off as food in this sprat fucked colony, I'm going to stab someone.
It's Fallout in space, it's just good. Go buy it or redbox it or whatever.
Favorite Thing: It's a solid Fallout-like that doesn't overstay its welcome.
Least Favorite Thing: The game is a cake walk on normal. And that 100% crash near the end.
Date Completed: 2019-11-15
Playtime: 19h
Enjoyment: 8/10
Recommendation: Definitely.
You remember in Fallout and Wasteland games where your actions had consequences, people remembered what you did to them and their friends, and the writing made everyone morally grey so that deciding on who to help made you take pause and think for a while before choosing a course of action? The Outer Worlds is such a game.
This game does not shove politics in your face, but takes the time to think a little more deeply about the world. It's not an anti-capitalism screed, as even the arch-capitalists have good qualities to balance out their characters. Spacer's Choice isn't a bastion of freedom, but it's not necessarily a power for evil either. The game's universe is a Feudal society, with the corporations acting as Lords who control the serfs under them and grudgingly accept the free men and women who pad out the world.
It's a game full of shades of grey which offers future gameplay with actual divergent pathways, instead of black marks and gold stars doled out by the game's writers when you follow their arbitrarily decided upon good and evil actions.
You are your own judge, jury, and executioner in this game, as only you are responsible for your decisions in a world where all options are on the table and often morally ambiguous.
This game does not shove politics in your face, but takes the time to think a little more deeply about the world. It's not an anti-capitalism screed, as even the arch-capitalists have good qualities to balance out their characters. Spacer's Choice isn't a bastion of freedom, but it's not necessarily a power for evil either. The game's universe is a Feudal society, with the corporations acting as Lords who control the serfs under them and grudgingly accept the free men and women who pad out the world.
It's a game full of shades of grey which offers future gameplay with actual divergent pathways, instead of black marks and gold stars doled out by the game's writers when you follow their arbitrarily decided upon good and evil actions.
You are your own judge, jury, and executioner in this game, as only you are responsible for your decisions in a world where all options are on the table and often morally ambiguous.
«Can’t stop playing»
I have a hard time with RPGs because many mistake lore and tasking for narrative. Knights of the Old Republic did not exhibit this problem. In that game, conversations with NPCs were nuanced & vital to the experience. The Outer Worlds looks great and plays well, but it is so over-encumbered with vapid conversations, that it really hurts the experience.