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Mechanically, The Outer Worlds offers an innovative twist with its skill system - early-game skill points can be invested to raise entire groups of skills at once (for example, “stealth skills” includes lockpicking, hacking, and sneaking around), allowing players freedom to dabble and experiment with builds before committing to something more specialized later on. It’s much more interesting and endearing to help someone else hook up than to be the center of attention. An eager would-be revolutionary confronts the tension between the wise words of his mentor and the hypocrisy of his actions, and Obsidian’s writers have also once again realized that romantic subplots are better experienced from a distance. Though initially like off-brand stand-ins for the cast of Firefly, over time and through personal quests and conversations, they reveal their depth - a man of faith with a dark past reveals why he’s so hung up on helping people find their place in “The Great Plan”. Smaller, more intimate scenarios are threaded through the spaces between The Outer Worlds‘ mainline morality plays, particularly involving the game’s six recruitable companions. I can’t say more without spoiling a key decision, but it’s rare that a game can get me to second-guess a decision from more than a “what does this path get me?” perspective. They challenged what initially seemed to be the ‘right’ thing, and reminded me that my choice - whatever it might be - would have consequences for the people I didn’t favor as much as the ones I did. However, I also got relevant input from my party members who were from the community in crisis and they could see things more clearly than me, an outsider who had literally walked into town that day.
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I had to make a choice or else quit the game entirely, and one path seemed the clear winner in terms of ideals. Speaking vaguely to avoid spoilers, one early quest had me determining the fate of a settlement that had divided into two factions - one consisting of workers escaping the awful status quo, and the other struggling to make ends meet with only half of the available labor pool. At times this can come across as a pernicious sort of “both-sides-ism”, but the overall effect works to promote the theme that even the best choices in a compromised environment can only be imperfect.
THE OUTER WORLDS ESRB RATING FREE
Where Fallout and New Vegas skewered mid-century Americana via blacky comedic post-apocalyptic melancholy, The Outer Worlds is a sillier caricature of an unfettered corporate capitalism where not even idealistic, proto-socialist radicals are free from being satirized. What sets Halcyon apart from the nuclear wastelands of California and Nevada is tone and scope. Of course, being similar to two games that are among the greatest RPGs of all time is hardly an insult and The Outer Worlds shares many of their most interesting qualities, even if it doesn’t seek to surpass them. Players will journey across the galaxy, visit its communities, take the measure of their dilemmas and solve them through a mix of stealth, combat, skill-checks and dialogue choices. What’s actually involved in accomplishing that goal is the sort of experience one might expect from a team with credits for both Fallout and Fallout: New Vegas. This situation is ripe for a talented outsider to disrupt, and as a newly-revived, newly-arrived member from a long-lost colony ship bound for Halcyon, the player is just the person to do it. An entire religion has sprung up around keeping people content with their HR-mandated place in “The Great Plan”, and when they die, their corpses go into debt paying rent on their own gravesites. Its workers toil under inhumane conditions while contractually obligated to spout company slogans in their everyday speech.
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For the life of me, I can’t see it as a real place, and have no desire to visit or live there for any length of time because the place, frankly speaking, is a hellhole.Ĭolonized by a corporate-owned expedition, Halcyon has spent so long under the heel of unfettered capitalistic greed that bootlicking is the only way of life its people know. It might even be the opposite of immersive. Using that definition, Halcyon, the setting of The Outer Worlds, is decidedly not immersive. An odd term, it sometimes means that the game world being described feels “real” - like a place one might want to visit and live in. Think of a word people might use to describe RPG worlds, and “immersive” often comes up.
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WTF Please give the man in the moon mascot head a hug. HIGH Excellent writing, dialogue, and visuals.