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The Outer Worlds review
by Curious_Cat

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.

Other reviews9

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 work of art 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.
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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.
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?

I do, and now that The Outer Worlds is here, everyone can live those wonderful days of meaningful story and fascinating characters.

The game does not shove politics or The Current Year in your face, while taking the time to cause you to think a little more deeply about important things.  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 reflects more upon 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.

The bad guys aren't all bad, the good guys aren't all good, and people who you think should be one often turn out to be another.

It's a game full of shades of grey which not only make for an impactful first runthrough but also tempt with offers of future gameplay with actual divergent pathways, instead of just playthroughs with arbitrary black marks and gold stars doled out by the game writers when you follow their arbitrarily decided upon good and evil actions.

You are your own worst 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.
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«Can’t stop playing»
“The Outer Worlds is great at being good”

Enjoyed it, but won't go for a second playthrough
Felt like a return to form to an older form of rpg that has been lost in the mainstream because of the streamlining. Character customization and creation was important from the very beginning. And then though I did  playthrough without the use of my party, the writing for your crew was so good I was compelled to complete their personal quest lines. 

It's nice to have an rpg as focused as this was, it felt like you were never lost as to what you could he doing, quests forced you to explore and as you explored you encountered more quests. A delightful loop that kept you busy throughout. 
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.
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«Can’t stop playing»