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»
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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.