A fun game that has a really great set of dialogue choices, and characters full of personality and diversity. Especially the companions you can recruit, all with their own little quest-lines. In fact their quests are probably my favourite in the game, as they all provide much different experiences than normal quests; it's not all about taking down corporations and saving the universe, you might just need to help your companion go on a date.
On the other hand the many factions in the game can get a bit repetitive and blend together as they all seem to follow the exact same plotlines. I loved it in the first world, as I learned about the first town, and then the deserters and had to make a choice about which one to side with. But then a similar situation happens later on, and by that point I had met so many factions and been through so many sidequests that I couldn't even remember enough about what made each one unique.
Also while I enjoy the story, I do wish it was a bit more subtle at times. The theme of fighting the big bad corporation is interesting, but sometimes they just shove it in your face that "These are the bad guys" as you read computer terminals and read countless "Screw human life. Acquire money" messages.
The game is also let down by some missing quality of life stuff. Cursors on the map speed are slow; you can't sort consumables by effect despite there being hundreds of them but only a few actual given benefits between them; can't sort weapons and armour by power/defense when equipping them to companions - which is insanely weird because you can do so in any other situation; legendary/unique weapons don't really do enough to tell you what makes them so special other than having an actual name.
Otherwise tight controls, great companions, excellent dialogue and characters, rewarding level up system all make it a worthwhile RPG to play.
On the other hand the many factions in the game can get a bit repetitive and blend together as they all seem to follow the exact same plotlines. I loved it in the first world, as I learned about the first town, and then the deserters and had to make a choice about which one to side with. But then a similar situation happens later on, and by that point I had met so many factions and been through so many sidequests that I couldn't even remember enough about what made each one unique.
Also while I enjoy the story, I do wish it was a bit more subtle at times. The theme of fighting the big bad corporation is interesting, but sometimes they just shove it in your face that "These are the bad guys" as you read computer terminals and read countless "Screw human life. Acquire money" messages.
The game is also let down by some missing quality of life stuff. Cursors on the map speed are slow; you can't sort consumables by effect despite there being hundreds of them but only a few actual given benefits between them; can't sort weapons and armour by power/defense when equipping them to companions - which is insanely weird because you can do so in any other situation; legendary/unique weapons don't really do enough to tell you what makes them so special other than having an actual name.
Otherwise tight controls, great companions, excellent dialogue and characters, rewarding level up system all make it a worthwhile RPG to play.
Muitas ideias interessantes são exploradas nesse jogo que apelam para os fãs de Fallout, em especial do New Vegas. Há elementos também que se inspiram em jogos como Mass Effect, em especial à tripulação da nave do protagonista, com direito a missões de companheiros, que desenvovlem suas histórias pessoais.
Um dos fortes do jogo é o respeito à diversidade, com a presença de personagens LGBT e modelagem de personagens integrando traços característicos de etnias não-caucasianas. Contudo, a campanha principal é um tanto medíocre, extremamente "mundana" e com pouca criatividade em matéria de "chefes", talvez pelo apelo em realismo, esquecendo de proporcionar uma experiência de combate mais diversa e inspirada.
O sistema de armas, e tudo ao redor do combate também é bem simples e um tanto raso, apesar da tentativa em desenvolver esse aspecto com modificação e personalização de armas, apesar de faltarem habilidades ativas que possam fornecer mais tática e profundidade aos encontros violentos.
Um dos fortes do jogo é o respeito à diversidade, com a presença de personagens LGBT e modelagem de personagens integrando traços característicos de etnias não-caucasianas. Contudo, a campanha principal é um tanto medíocre, extremamente "mundana" e com pouca criatividade em matéria de "chefes", talvez pelo apelo em realismo, esquecendo de proporcionar uma experiência de combate mais diversa e inspirada.
O sistema de armas, e tudo ao redor do combate também é bem simples e um tanto raso, apesar da tentativa em desenvolver esse aspecto com modificação e personalização de armas, apesar de faltarem habilidades ativas que possam fornecer mais tática e profundidade aos encontros violentos.
OK RPG that is nowhere near the return to formula that people were expecting from Obsidian. The items you pick up are generally useless and there isn't a convenient way to use them so they'll stack up in your inventory.
Also, I hate greedy fucking capitalists as much as the next guy, but the way they're presented falls flat. They're presented as morons that can't do anything right, which is untrue in the real world. The capitalist villains in the real world are cunning, ruthless, and intimidating. Not once did I feel like I was going up against a force to be reckoned with because they all felt like the villain from the Lorax. You can say that it was played up for comedy, but the comedy falls flat whenever the punchline is just that capitalists are stupid, when in actually they're dangerous because they use their intelligence to exploit others. Siding against the corporations has almost no consequences other than higher prices for items you probably already picked up at only some of the vendors.
It also feels like you're pushed to make the "right" choice instead of the choice you feel is right. Some minor spoilers, but the first major choice you make in the game is to doom a corporate town or a town of people who broke off from the town. Since the player has probably found out that the corporate town is incompetent by now, they'll most likely want to side with the deserters, but your party member unsubtlely nudges you to side with the corporate town. This is because if you do this you'll be able to let the deserters take over the corporate town while sparing the lives of those who live in it by only passing a very easy speech check (or shooting the mayor in the head like a did lmao). I think it would've been more gratifying if the player got to experience the consequences of their choices first hand instead of being guilt-triped by you companion into making a choice you wouldn't have made normally. This would've added more replayability, because you'd want to experiment with the choices and decide which one is better yourself. There isn't really any replayability if there is an undeniable best choice, because you'll always want to pick the best choice unless you're roleplaying as someone who makes bad choices.
I will say that the environments are sometimes cool and that the combat is fun, if repetitive. The thing I liked the most about the Outer Worlds were the crew of companions that you pick up along the way. It gave me some Mass Effect 2 vibes driving a ship around space with a crew of misfits. They were mostly a likeable and relatable cast of characters and they all offer unique outlooks on the world built in the Outer Worlds.
If you find the game on sale, I'd pick it up just so you can form your own opinion on it, because a lot of people seemed to like it when it came out. However, I see next to no one talk about it anymore.
Also, I hate greedy fucking capitalists as much as the next guy, but the way they're presented falls flat. They're presented as morons that can't do anything right, which is untrue in the real world. The capitalist villains in the real world are cunning, ruthless, and intimidating. Not once did I feel like I was going up against a force to be reckoned with because they all felt like the villain from the Lorax. You can say that it was played up for comedy, but the comedy falls flat whenever the punchline is just that capitalists are stupid, when in actually they're dangerous because they use their intelligence to exploit others. Siding against the corporations has almost no consequences other than higher prices for items you probably already picked up at only some of the vendors.
It also feels like you're pushed to make the "right" choice instead of the choice you feel is right. Some minor spoilers, but the first major choice you make in the game is to doom a corporate town or a town of people who broke off from the town. Since the player has probably found out that the corporate town is incompetent by now, they'll most likely want to side with the deserters, but your party member unsubtlely nudges you to side with the corporate town. This is because if you do this you'll be able to let the deserters take over the corporate town while sparing the lives of those who live in it by only passing a very easy speech check (or shooting the mayor in the head like a did lmao). I think it would've been more gratifying if the player got to experience the consequences of their choices first hand instead of being guilt-triped by you companion into making a choice you wouldn't have made normally. This would've added more replayability, because you'd want to experiment with the choices and decide which one is better yourself. There isn't really any replayability if there is an undeniable best choice, because you'll always want to pick the best choice unless you're roleplaying as someone who makes bad choices.
I will say that the environments are sometimes cool and that the combat is fun, if repetitive. The thing I liked the most about the Outer Worlds were the crew of companions that you pick up along the way. It gave me some Mass Effect 2 vibes driving a ship around space with a crew of misfits. They were mostly a likeable and relatable cast of characters and they all offer unique outlooks on the world built in the Outer Worlds.
If you find the game on sale, I'd pick it up just so you can form your own opinion on it, because a lot of people seemed to like it when it came out. However, I see next to no one talk about it anymore.
I don't have a problem with it not being a true open-world title. I don't have problems with it being fairly short. What I do have problems with are the lack of weapon variety and an overall lack of writing quality I expect from this developer. Weapon variety speaks for itself, there's easily a dozen weapon types that just get slightly upgraded MkII versions.
The writing is the real problem though. The writing I expected is missing. Minus a few bits and pieces, everyone is turned up to an absurd level of caricature. The corporate stooges do anything for a promotion, the anarchist leader is in it for the publicity, and so on. I expect nuance, I expected something that made me think as hard as I did who to help secure the Mojave Wasteland. I didn't get that.
The writing is the real problem though. The writing I expected is missing. Minus a few bits and pieces, everyone is turned up to an absurd level of caricature. The corporate stooges do anything for a promotion, the anarchist leader is in it for the publicity, and so on. I expect nuance, I expected something that made me think as hard as I did who to help secure the Mojave Wasteland. I didn't get that.
I know I'm on the outside with this one but just could not get invested in the world. Stopped playing after around 15 hours. Some of the side content is enjoyable and you are given some great quest decisions early on but I just did not enjoy the overall tone of the game at all. Everyone is so quippy and snarky, I found it incredibly annoying. I would have preferred a more grounded tone. The art style is also too saturated for my taste - the colors just sim to mix together into gross vomit. This is all incredibly subjective but just could get into this one.
The safest a game trying to do an fps rpg that's focused on the story mainly could possibly be from obsidian. Hopefully since they have the engine setup now we'll actually get a new vegas equivalent. A bit of a dissapointment from the people that made tyranny and pillars of eternity recently, but oh well.
Update:
After a replay of all of fallout new vegas and 3, I think I fully understand why this game doesn't measure up. Its trying to do new vegas but is missing several of the aspects that people love about that game.
Namely its context and its distance.
Context meaning the setting is something we already fully understand, its america, we're the advanced civilized race that came before that built all the dungeons. Everything has a grounding in the real world, from the specific towns to the radio music. The actual place of the strip isn't just an interesting idea but also because we understand its place in the world and it hints at an uncreated rest of earth that has interesting locations just like it. Outer worlds is missing that context and that takes away from the setup.
Distance meaning the total size of the world feels much smaller than New Vegas. Sure its more dense but in general there's not that down time that Fallout had walking from one place to the other. The time to sit and think about what just happened for a few minutes. The Outer Worlds almost completely removes this with its planet hopping fast travel. Really feels like a spaceship flying mechanic was taken out late on. Its either shooting at stuff or talking, there's nothing else to the game really unless you just stop playing for a bit and stare. The enemies aren't separated by more than 30 seconds of walking in my experience which takes away from when you do get to something interesting since it all blurs together. You just don't feel like you've traveled very far by the end of it.
Also Obsidian has always struggled with interesting loot, in new vegas too. It can't just look cool it has to be powerful as well. Fallout 3 with its, "every idea is a cool idea who cares about worldbuilding making sense" and morrowind in general, didn't really struggle with this. Getting a gun that makes people float is interesting but worthless in 10 minutes when I get a normal gun that is way more powerful and there's a weight limit.
This game desperately needed a radio also.
6/10
Update:
After a replay of all of fallout new vegas and 3, I think I fully understand why this game doesn't measure up. Its trying to do new vegas but is missing several of the aspects that people love about that game.
Namely its context and its distance.
Context meaning the setting is something we already fully understand, its america, we're the advanced civilized race that came before that built all the dungeons. Everything has a grounding in the real world, from the specific towns to the radio music. The actual place of the strip isn't just an interesting idea but also because we understand its place in the world and it hints at an uncreated rest of earth that has interesting locations just like it. Outer worlds is missing that context and that takes away from the setup.
Distance meaning the total size of the world feels much smaller than New Vegas. Sure its more dense but in general there's not that down time that Fallout had walking from one place to the other. The time to sit and think about what just happened for a few minutes. The Outer Worlds almost completely removes this with its planet hopping fast travel. Really feels like a spaceship flying mechanic was taken out late on. Its either shooting at stuff or talking, there's nothing else to the game really unless you just stop playing for a bit and stare. The enemies aren't separated by more than 30 seconds of walking in my experience which takes away from when you do get to something interesting since it all blurs together. You just don't feel like you've traveled very far by the end of it.
Also Obsidian has always struggled with interesting loot, in new vegas too. It can't just look cool it has to be powerful as well. Fallout 3 with its, "every idea is a cool idea who cares about worldbuilding making sense" and morrowind in general, didn't really struggle with this. Getting a gun that makes people float is interesting but worthless in 10 minutes when I get a normal gun that is way more powerful and there's a weight limit.
This game desperately needed a radio also.
6/10
Thinks its smarter than it is but ultimately the story left me uninterested. I commend the old school rpg mantra the game goes for but it didn't succeed for me. The combat is pretty woeful too what wouldn't be so bad if it weren't for the amount of marauders and monsters you have to fight. I tried opting for a non-lethal run but was soon met with the realisation that would be impossible
I so hope this game ends up being enough of a platform for Obsidian to make something truly special but the moralizing narrative structure, lack of interesting other systems (from games like FO3 and NV), and hub-and-spoke towns and quests made for a very rote experience. I remember feeling especially deflated after Monarch. Really wanted to like this game more.
END OF SPACE CAPITALISM.
Switch port isn't perfect, but not as bad as people seem to think. The ending is a little rushed and I think what to do with the disappearance of [Spoilers] should be part of the philosophical debate of the game's Save Phineas finale. But the world it creates are so well-realized and well built that the gains outweigh the flaws. Its a rare example where saying "it needed a little more time in the oven" isn't meant as a slight- they did what they could with their budget and released one HELL of a product.
Switch port isn't perfect, but not as bad as people seem to think. The ending is a little rushed and I think what to do with the disappearance of [Spoilers] should be part of the philosophical debate of the game's Save Phineas finale. But the world it creates are so well-realized and well built that the gains outweigh the flaws. Its a rare example where saying "it needed a little more time in the oven" isn't meant as a slight- they did what they could with their budget and released one HELL of a product.
Disappointingly mediocre.
This game is identical to Fallout 3 (a game 11 years its senior) with little improvement to those already problematic mechanics laid out by Bethesda. Instanced areas, floaty movement, familiar quests, sidequests and characters. Gross.
The gunplay feels tight, but everything else is unadventurous and ordinary. Truly a lost opportunity to make something great--as evidenced by its ending sequence virtually mimicking Fallout 2.
Graphics and the world look amazing though :)
This game is identical to Fallout 3 (a game 11 years its senior) with little improvement to those already problematic mechanics laid out by Bethesda. Instanced areas, floaty movement, familiar quests, sidequests and characters. Gross.
The gunplay feels tight, but everything else is unadventurous and ordinary. Truly a lost opportunity to make something great--as evidenced by its ending sequence virtually mimicking Fallout 2.
Graphics and the world look amazing though :)
I got bored about halfway through the game. The appeal of this rpg is the near unlimited choice that the game offers you (ex. you can kill literally any NPC in the game), and it's excellent capitalist critique. However I found the story to be not quite gripping, the graphics underwhelming (with significant pop in) and the gunplay to be very weak. Felt like running a FPS from the early 2000s....and not the good kind. Also (and I know this is standard for Fallout style games), not a fan of the centered camera angle + poor facial animations of NPC interactions. Always took me out of the experience. Hopefully Avowed will be better.