Best described as a hostile takeover.
Despite what the corporations might suggest, Halcyon has issues with everything from providing basic necessities to an infestation of aggressive wildlife. Starvation and sickness plague those within settlement walls while lawlessness and indecency plague those outside of them. Due to the incessant mismanagement, it’s time for a change, and I can think of no better candidate than a recently defrosted colonist. They couldn’t do any worse at least. The Outer Worlds is a delightful narrative-driven RPG which tasks you with uncovering the truth behind the colony of Halcyon.
Which is exactly what I did.
I didn’t get immediately distracted by numerous side quests and miscellaneous objectives. Or by aiding companions in their personal quests. Or by revisiting the Groundbreaker to acquire new equipment. Or by repeatedly looking for the UDL Lab Weapons Terminal Keycard. No. Not at all.
I certainly didn’t revisit (and search) the facility multiple times to no avail, only to discover that the UDL Lab Weapons Terminal Keycard was on the table upstairs the entire time. That’d be silly. Definitely not something that the captain of the (aptly named) Unreliable would do. Exploration is where The Outer Worlds is at its best, though. Travelling from planet to planet and discovering new locations, then obsessively searching those locations for their secrets. I wasn’t anticipating the experience to be as content-dense as it was, and I was pleasantly surprised by how Peril of Gorgon seamlessly built upon its impressive foundation. Seldom does the opportunity to become wholly absorbed by an open world present itself, but the developers’ dedication to this nightmarish universe have made it possible.
Companions have a similar prominence. Not only are they surprisingly useful, but they have distinct personalities and motivations which help them feel like they’re a part of this universe. They’ve often got contextual dialogue to share when encountering factions, visiting locations, and making decisions. Supporting them during their personal quests will unlock additional benefits, further improving their effectiveness and developing (or altering) their personality. They’re reasonably capable in combat, too. Despite their proclivity to mindlessly soak up incoming damage.
But you’d expect them to do that.
They’re also customisable and can be developed much in the same way as you develop the protagonist. However, the character development mechanics are underwhelming, and you’ll rarely find anything that fundamentally alters a build in the assortment of skills and perks available.
I had hoped for greater depth to the character development mechanics and for a wider variety of equipment, but the lack of either doesn’t detract from the experience. The Outer Worlds isn’t your typical adventure, though. It leans on its narrative-driven approach throughout the main campaign, and is defined by its action-orientated combat, and it favours build diversity through skill checks in dialogue, but the majority of character builds lack individuality due to uninspiring mechanics. It might not have been exactly what I’d expected it to be, but that doesn’t mean that it wasn’t an enjoyable experience. It was just, at times, an overly simplified one. And I’d still wholeheartedly recommend it to those who enjoy first-person narrative-driven RPGs but are looking for something refreshing and unusual.
Have a nice week, all!