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The Outer Worlds Pre-Release Thread [GO TO NEW THREAD]

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Just 7/10 from PCGamesN, tsk tsk: https://www.pcgamesn.com/the-outer-worlds/review

The Outer Worlds review – funny business
Obsidian's latest RPG offers some spectacular moments, but buried in a great deal of connective tissue

The-Outer-Worlds-900x506.jpg

Corporations have taken us beyond the bounds of our solar system, but the enterprises that built life on the galactic frontier have charged a heavy price. Business is now both god and king, as middle managers take on the roles of regional governors and a new religion preaches your place among the corporate gears. You’re going to do your job until you can afford the rental fees on your grave site, or you’re going to come out branded an outlaw.

In The Outer Worlds, you are very much one of those outlaws. Obsidian’s grimly satirical RPG puts you in the boots of a prospective colonist who’s freshly unfrozen after decades in suspended animation. But you’re the only one who’s awake. The Board – a bickering cabal of corporations that runs things in the colony – has left your colony ship to die, and you’ve only come through thanks to the somewhat-mad science of one Phineas Welles. The Board’s got secrets and Welles needs resources to awaken the rest of the frozen colonists, which leaves you to hop between the colonies in search of both answers and chemicals.

While The Outer Worlds has been compared to Fallout ever since its debut – a combination of retro-futuristic aesthetics, first-person roleplaying, and involvement from the series’ original creators will do that – in action it feels almost nothing like the Black Isle classics or the post-Bethesda open worlds. Instead, this comes across more like a lost mid-2000s BioWare game.

Most of the locations to which the main story points you are embroiled in some sort of conflict between a corporation and group living outside of the established rules. Your goals will usually intersect with those rivalries, leading you through a spiral of intertwining side-quests until you finally get to pick a side in a grand moral choice at the end of that chapter of your adventure. In other words, in the Obsidian pantheon this follows Knights of the Old Republic II much more closely than Fallout: New Vegas.



The first big decision leaves you stuck between the Spacer’s Choice corporate colony and a group of rebels who’ve chosen to live at an outpost outside the city walls. You need a power drive to get off the planet, and you can only get it by sneaking into a power plant and shutting down the, err, power to one side or the other. There’s a bit of lip service paid to the idea that this is a tough choice, since shutting down the corporation’s energy source will leave a whole bunch of people out of jobs – but then you’ve also just spent hours watching Spacer’s Choice bear down and exploit its employees as only a hilariously corrupt megacorp can.

It ends up being a decision between good with a bit of hardship, or absolute moustache-twirling evil (but at least the trains run on time). Other choices offer more nuance, but the writing is often at odds with itself – sometimes you’re in an intricately detailed, serious sci-fi world where everyone will suffer profound consequences as a result of your actions, while other moments put you in the midst of a bleak-but-ridiculous anti-corporate comedy.

There are great moments at either end of The Outer Worlds’ tonal spectrum, and the payoffs are usually fantastic. There’s the loyal corporate salesman whose reward for service is a silly moon mask and a lifetime of spouting half-hearted slogans. There’s the philosophical war between an idealist rebel captain, his pragmatic compatriot who just wants to keep the people fed, and their counterpart inside the city walls who wants to build change under the Board’s rule.


There are bits that are laugh-out-loud funny – like when you’ve got to collect grave rental fees from somebody who’s already dead – and others that are earnestly heartwarming, such as when you facilitate the first date of one of your party members. There are fantastic pieces throughout, certainly, but the tonal confusion makes it tough to stay invested in the story and characters through all of the resultant connective tissue.

These portions tend to be the least interesting parts outside of the dialogue trees, too. The bigger worlds where you’ll spend most of your time are made up of densely packed points of interest like cities, outposts, and hideouts, spread out across the wilderness of a big, mostly open-ended map. These wilderness areas are where the game most feels like modern Fallout, but since your objectives are predominantly dictated by the quests you find, they don’t have the same sense of discovery – it’s just a bunch of the same few collections of bandits and wild beasts to wade through until you reach the next interesting location. A generous fast travel system at least means you don’t have to hike through the same area twice.

Combat puts you in that awkward middle ground between FPS and RPG, but there’s just enough depth to your roleplaying abilities to make up for the fact that the game doesn’t feel like a dedicated shooter. You can slow down time at the press of a button – amusingly, the result of head trauma you suffer in the tutorial – which lets you examine enemies to see their strengths and weaknesses. The meter that governs this ability is basically frozen until you move, so you can sit for a moment, consider your actions, then line up a couple of headshots or crippling leg shots before returning to real-time combat to mop up.



Skill points determine your effectiveness with various weapon types, and the more substantial perks that you get every other level let you create some pretty unusual builds. I struggled early on against armoured enemies, since I could never hang onto enough heavy ammunition to take them down, until I got a perk that let me knock off a point of an enemy’s armour rating with every ranged shot. From then on, simply dumping a light handgun clip into just about any enemy was sufficient to soften it up for the kill.

There are a lot of fun little mechanics around the edges which help to add some life to combat that would otherwise be pretty familiar. Science weapons that you pick up through side-quests don’t deal the damage of their conventional counterparts, but they will let you do everything from launching marauders into the air to shrinking massive insects down to proper ant size.

Each party member has a single unique ability, too. These all briefly pause the action for a cutscene, while your ally readies a weapon, deals some damage, and applies a temporary debuff to the foe you’ve sent them against. While the animations never change, they also rarely get old – at least, I never got tired of watching my world-weary preacher smite bad guys with a shotgun while reciting his holy book.



Despite all the freedom to roam, The Outer Worlds is at its best in its most constrained locations – facilities, caverns, and ruins filled with powerful enemies and multiple paths. These sections feel almost like miniature Thief or Dishonored-style immersive sims, giving you a clear objective and loads of ways to go about achieving it. You can shoot your way through just about anything, sure, but you can also use stealth. You can hack computers to turn off security systems, or if you’ve got that skill high enough, you can turn the robotic defenders against their masters. You can almost always talk your way out of a boss fight. And sometimes, the optional quests you’ve done leading up to one of these locations can give you unexpected allies as you go.

That’s a familiar list of options if you’ve played any open-ended RPG of the past few decades, but it’s in these de facto dungeons where the character you’ve built, the skills you’ve chosen, and the playstyle you’ve gone for really come together. It feels great, and it also helps that these sequences usually come at the conclusion of major plot arcs – so right as you’re feeling good about the choices you’ve made for your build, you’re also seeing the results of all the dialogue decisions you’ve been making over the previous few hours, and everything comes together in an often spectacular little package.

The Outer Worlds falters in that there just aren’t enough of these moments. That leaves you playing hours of ‘good’ just to get to that 30-minute stretch of ‘great.’ That’s not a terrible ratio – especially as my fairly complete playthrough clocked in around 25 hours, not especially long as RPGs go – but it often feels that the game isn’t living up to its full potential.



But while most of the elements that make up The Outer Worlds sit between ‘good enough’ and ‘great,’ there’s one legitimate bad point: the UI. You can only track one quest at a time, which is frustrating when you’ll often have three or four to attend to in the same location, and the only way to establish which is which is to track one, find it on the map, then go back to track the others and repeat the process. Inventory management is similarly frustrating – it’s way more difficult than it needs to be to compare equipment, the upgrade and mod systems take far too much time to sort through compared to the benefits they provide, and all of your normal sorting options for some reason disappear while you’re equipping party members.

Even so, while Obsidian’s garnered quite a reputation for buggy games at launch, I didn’t run into many major technical issues during my time with the game. Well, not until the very end, at least – a single, repeatable crash during the game’s final sequence was the only bug I hit, but it was one that I could only get around by killing an NPC I’d much rather have talked to. That’ll surely get an eventual patch, and while it was disappointing in the moment, this is a much better technical showing than the studio has historically put forward.

Much like the potential rewards from a life at the edge of the galaxy, then, despite some hardships along the way The Outer Worlds is a journey worth undertaking.

The Outer Worlds review
Obsidian’s RPG fulfills its potential, but only in fits and starts. Sure, its worst moments are only ever as bad as workmanlike RPG-making, but they make the stretches between some instances of genuine greatness a little more disappointing.
 

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79/100 https://www.pcgamer.com/the-outer-worlds-review/

THE OUTER WORLDS REVIEW
A bold, colourful solar system full of jokes.

On the edge of the solar system, an old scientist runs through the corridors of an abandoned colony ship. He pauses before a cryostasis control panel and, of all the thousands of scientists and engineers he could thawed out, for some reason he chooses me: a janitor called Pippin with a twirly moustache and a wonky moral compass.

This is the beginning of a quirky romp across a solar system ruled by brutal corporations. The Outer Worlds is a light-hearted RPG that aims to emulate the Firefly fantasy. You fly from planet to planet, gather a crew of misfits, pick your way through a series of moral quandaries, and shoot people with cool laser guns.

The game's retrofuturistic aesthetics and dark sense of humour pitches The Outer Worlds against Bethesda's Fallout games, but there are important differences. True, you have ray guns, and companions who will shoot enemies and stand around staring awkwardly into walls, but this game isn't a sprawling sandbox experience. You hop between planets and space stations, exploring fairly large (and very pretty) zones full of corporate employees staving off plagues and wild animal attacks. Each area is loaded with loot and sidequests, but it's a tight and prescriptive RPG. You fetch science fiction gadgets for quest givers and make some entertaining moral decisions.

That's not a bad thing, but in a world of 70-hour RPGs it's useful to set expectations. The Outer Worlds is a pulpy choose-your-own-adventure experience. If you don't go in expecting a deep systems-driven sandbox, it's a pleasure to breeze through.

There's still plenty to tinker with. When you level up you get ten points to pour into your character's stat sheet. I went all-in on my handgun competency to pay homage to Obsidian's cult spy RPG Alpha Protocol, but you can also put stock in personality traits like perception and intelligence to unlock extra conversation options. I recommend that. Pippin the space janitor is an exceptional liar, which means I can mess with corporate stooges in entertaining ways.

You can also mod weapons to add sights, improve their ammo capacity or, most importantly, change their damage type. There's a loose rock paper scissors system to combat. Energy weapons mess up animals, electric weapons mess up robots, and pretty much anything messes up humans. You don't really have to care about that if you don't want to, however. For hand-wavy science reasons you can slow down time and easily line up headshots. You can equip melee weapons too, and if you unlock the right skills there's a light parry system that lets you block precisely to rebound opponents.

Combat isn't challenging, and enemies fit into worn categories—face rush melee types, sniper types, dog types. But the Jetsons-style sci fi weapons are fun to use and battles are frequently hilarious. Enemies explode into chunks with enthusiasm, often while screaming overwrought barks. It's entertaining even when it goes wrong. I blew a man's head clean off and he fell over screaming "aaaaargh my eyes, I can't see!" I've encountered a bunch of other amusing RPG contrivances. I looted money, light, ammo, drugs, and an entire mining suit from a man's dismembered right leg.

Fights exist to put some light friction between meetings with The Outer World's oppressed but surprisingly merry citizens. The corporate colonies are full of employees keen to do the best job they can—largely because getting fired can mean exile and death. The story winds between pockets of people trying their best to survive. The game's main dilemmas ask you to side with one faction against another. You're free to play the freedom fighter or a corporate shill, but quest outcomes are frequently messy and unexpected. Along with multiple endings, that gives the game some replayability.

Your companions have their own stories too. They aren't as meaningful as, say, Mass Effect's companions, but they regularly chip in on conversations. The voice acting is great, but NPCs and companions can seem stilted and unmoving during conversations. There's also some extremely aggressive zoom when you initiate conversation, which takes me all the way back to the looming potato faces of Oblivion.

It's still a fun journey. The advantage of the planet-hopping structure—rather than have a single contiguous wasteland to explore—is variety. It's a colourful universe full of excellent lumpen spaceships that remind me of Red Dwarf. You journey through improbable sci-fi landscapes, brightly lit space stations, and robot-infested facilities. I love the design though some minor texture popping in larger areas took me out of the moment at points.

There's a category of games I think of as Saturday morning cartoon games. They lack depth, but they are fluffy and easy to enjoy. As I look back on some screenshots as Pippin laser blasts a poor marauder into a pile of dust, I realise that's what The Outer Worlds is to me. If you meet it on those terms, I think you'll enjoy it.
 

Lacrymas

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Pathfinder: Wrath
Wait, is this out yet? Or are these early review copies? If they are, oohhh boy, when the early review copies of mainstream genres are kinda meh you know the butthurt is gonna be huge. Also, it looks like Dishonored: The Shitty Version.
 

Hellion

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Reviewers using stock press assets as screenshots for their review really grinds my gears.

Epic Launcher doesn't allow you to capture screenshots afaik, ok, but there are workarounds with other software.
 

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There's a category of games I think of as Saturday morning cartoon games. They lack depth, but they are fluffy and easy to enjoy. As I look back on some screenshots as Pippin laser blasts a poor marauder into a pile of dust, I realise that's what The Outer Worlds is to me.
lol, so the game blows
 

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
"The Outer Worlds is alright, innit. It’s good fun." https://www.rockpapershotgun.com/2019/10/22/the-outer-worlds-pc-review/

Wot I Think: The Outer Worlds
In space, no one can hear you meme

90


There are a few times, during Obsidian’s rootin’ tootin’ shootin’ lootin’ first person space cowboy RPG The Outer Worlds, where the game lampshades the tropes it uses. One of them really stood out to me. An information broker asked me to clear the airwaves he used for his radio signals, meaning I had to convince two rival faction leaders to stop broadcasting. This meant having to do a task for each of them, with each task involving a sub-task.

When I handed the quests in, they both had more errands. And so on and so forth. When I finally returned to the broker and he asked me to reset his satellite relay, I was like “Oh, I bet I have to press three different switches now or whatever”, and he was like “No, don’t be ridiculous, that is a stupid system, who would design that, it’s just one button.” And while it’s all very well to put that little joke in your game, it won’t change the fact that the rest of it is all about finding sets of three switches.



In classic Obsidian style, you play as a sort of chosen one, mostly because everyone else is so inept they can’t even buy their own hangover pills (this is genuinely a pivotal part of a main story quest, by the way). You are the only colonist successfully reanimated from cryosleep aboard the colony ship Hope, which ended up dropping out of lightspeed and doing the last bit of its journey to the Halcyon colony planets in real time. This took 50 years, however, during which time everyone got on with doing space capitalism and indentured corporate servitude without you.

The Halcyon colony is in a bit of a state. Almost everyone and everything is owned by one of a number of corporations, which operate in an insane tangle of bureaucracy, and whether you’re on the inside pissing out or outside pissing in, you’re probably starving to death. Friendly mad scientist Phineas Welles is tired of this, and woke you up without the permission of the mega-corporate business baddies on The Board, with the broad aim of getting you to fuck shit up, and then eventually unfreezing everyone left on the Hope.

You decide how you go about this during character creation, which has some fun space makeup and big noses to choose from. You decide your rough focus by setting Body (punching, dodging), Mind (thinking, noticing) and Personality (talking, leading) attributes — which do not change as you progress — and then fine tuning by distributing skill points, which you get more of as you level up. Skills include your different combat abilities: hacking, sneaking, persuasion, all that kind of stuff. You can level them up to 100 points, with milestones granting new buffs and debuffs every 20.


This all sets how you’ll experience the game largely in stone. While you can, admirably, complete almost every mission by using either combat or not-combat approaches, you won’t level up enough to be good at everything — though I should say that you probably can’t avoid combat entirely. Even avoiding most of it will entail a lot of slow crab-walking through grass or hiding behind bins. Luckily, you can collect six different companion characters (tanks, a medic, an engineer, and so on) to cover your weaknesses. Even so, I had much more fun putting points into shooting, though it’s a bit “click to produce numbers”.

The Outer Worlds has Time Dilation, see, a purply slow motion ability that’s a big copy of Fallout’s VATS system. Basically, the only point in having that is to snipe someone’s leg off before they even know it’s flown off into the bushes behind them. My spacer, Del, was kind of a Han Solo type — charming, but a dead shot. I got into a politician’s home by persuading the post office to hand over a parcel for him (which would normally have taken 35 years to arrive with the requisite forms), and then persuading the guards on the door that I was a real delivery person. Once I was inside, I shot everyone else in the face with a shotgun. Excellent. Pew pew.

But once you’ve decided what sort of gently defrosting rube you are, you notice the grind after a few hours. You rock up at a new location (a township or district or space station) and explore. You encounter the factions at play, who are generally served in either Corporate Stooge or Rebel Outlaw flavours. Still, you sometimes find a caprese salad side dish in the form of people who are Neutral And Out For Themselves. By asking around, you get jobs to do.



You make your way through the local population of factionless marauders, swivelly robots, and giant angry fire insects/acid iguanas/rock gorillas, retrieving what you were sent to retrieve. How you retrieve things and who you eventually give them to will raise or lower your standing with the factions. At some point, you realise you’ve accidentally completed the story mission for an area. Usually, but not always, you will be presented with a choice that ultimately helps or hinders one or other of the factions.

Oh, sure: in one town the rebels will be a sort of hippy commune growing their own tomatoes, and in another they’ll be a weird religious fringe group – but the parts of the process still feel the same. It’s the biggest annoyance in The Outer Worlds, and it’s more noticeable because a lot of everything else is identical too, aside from a few “ooh look at this” vista reveals. You’ll probably run into a lot of people with the same haircut as you, too.

It’s not that it’s not, you know, a romp, but it can’t stop nakedly doing impressions of other things you like, like a kid at school going “What do you like? Yeah I like Douglas Adams too! 42! Belgium! Hahahah!”. Like the Time Dilation I mentioned earlier, and the way the screen zooms into peoples’ faces when you have a conversation, and the CRT-ish computer terminals with messages between employees, which are all clearly cribbing from newer Fallouts.



Did you enjoy Knights Of The Old Republic? Because one of your companions is a fun robot you’ve modified to kill people. What about Borderlands? Have fun killing masked marauders as they run at you brandishing big hitting sticks, and picking up lots of guns! Fan of Firefly? You’ll love the stark contrast between the grubby spacers living on the edge of poverty in their nu-old west towns, and the bumbling asshole rich guys with bolo ties in charge of it all. Also one of your companions is a priest with a past, and another is a sweet engineer gal in overalls with a southern accent. I dunno what to tell you.

It even has a selection of greatest hits in the side quests. Count ’em off: overly friendly family who are definitely cannibals; my parents died and I am a weird man-baby murderer now; smuggler trapped in a cave; hack them robots!; dangerous cross-species experimentation in a secret lab; bring me that specific kind of pie.

When The Outer Worlds does travel in more original directions, it’s great! Probably my favourite thing in the game is a kind of devil’s bargain system, where you can accept a Flaw, brought on by context in the game, in exchange for a valuable Perk point (that is, a powerful buff ability). I got attacked by a bunch of robots and chose to accept Robophobia, meaning I suffered penalties whenever I was around a mechanical bruiser. But then I fixed up the aforementioned robot companion SAM, and discovered that if I had him in my party I was permanently terrified, which I loved. I then accepted almost every flaw I was presented with. It’s a relatively small system change that ends up being mad fun.



The skewering of corporations is low hanging fruit, but The Outer Worlds’ sense of humour is way less scatological than Borderlands, and has little subtleties — like, one of the loading screens has text that says something like “Your tutorial tip here!” like those ads on the back of toilet doors in a Wetherspoons. All the corporate lords are men who are a bit shit at their jobs, while the rebel and indie factions are lead by strong women(™), which I enjoyed even if my eyes began to roll sometimes. You can, at any point, betray Phin, and do the whole game working for the Board. Parvati, the explicitly asexual engineer, asks you for help setting her up on a date with a fellow woman engineer. There’s a dude who constantly says the word wink, instead of actually winking, and you have the option to just punch him in the face. You can spend the whole game being an unrelenting asshole to everyone, in fact.

The Outer Worlds is alright, innit. It’s good fun. Sit back and let the orange and neon wash over you. Boo the cartoonishly evil corporations. Exhale through your nose at their Diet Toothpaste. I bet I’ll play it again, in fact. But you can tell it could have been great, if it had taken a few more risks. Real space cowboys take risks, don’t they?
 

IHaveHugeNick

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Three things are certain in life: death, taxes, and Awesome Button furiously scrolling through 70 reviews to find the one with lowest score just so he can say "I told you so".
 

Jenkem

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Make the Codex Great Again! Steve gets a Kidney but I don't even get a tag. I helped put crap in Monomyth
yes outer worlds is like a bowl of grechka and a roast of lamb, it is hearty and fulfilling. disco is some hors d'ouvres that looks nice and tempting but ultimately unsatisfying and over too soon.

:hmmm:
 

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
OMG, this is basically as if I've written it. But no worries, Obsidian, you will always have your Codex fanboys :lol:

To think that I sniffed the fact that they had one gag repeating for the whole game... I'm afraid I've truly learned everything about Obsidian by watching their production of Deadfire and to an extent Tyranny...
 

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