Review: ‘The Outer Worlds’ Is the ‘Fallout’ Game You Want to Play

I’m going to come right out and say it: The Outer Worlds is Fallout in space. Yes, there are differences, but if you’re familiar with Fallout then you’ll feel right at home with Obsidian Entertainment’s latest RPG. While this may sound like a negative, I assure you, it’s not. Considering the current state of the Fallout franchise (I’m looking at you, Fallout 76), we welcome a game that provides us with the same experience Bethesda’s series used to. While The Outer Worlds may not deliver anything wholly original (what game does?), it does have a lot going for it. It’s the video game equivalent of comfort food, which is definitely a good thing.

The Outer Worlds takes place in a future where mega-corporations rule the galaxy. A scientist named Phineas Wells finds a long-lost colonial ship in the Halcyon star system and brings one of its occupants — the player character — out of suspended animation. From there, players have the choice of either helping Wells bring down the Board (the rulers of all the corporations) or ensuring the continuation of the status quo. What follows is a series of over-the-top sci-fi-inspired adventures that hearken back to the genre’s 1950’s golden age. Even if one isn’t familiar with classic sci-fi, it’s easy to appreciate the unique and twisted setting.

Players have the option of completing missions in a variety of ways. They can blast everything with eccentric sci-fi weapons, sneak past enemies, hack and reprogram hostile robots, or talk their way out of conflicts. Different options open up depending on where players allocate skill points and perks. Speaking of perks, the game does an excellent job of showing you where perk trees branch. This allows you to craft a character that suits your playstyle. The leveling and customization system is robust but not complicated. This may turn off some who want a higher degree of customization. For me, it was just right.

Customization also extends to equipment. Using crafting stations found throughout each world, you can outfit your armor and weapons with different mods. You can add scopes to guns or make armor more efficient. Inevitably, you’ll have to repair your equipment if you want to function at peak efficiency. While I feel this was an unnecessary mechanic, repairing armor and guns isn’t a pain in the neck and you don’t need to do it often. Still, it’s an odd addition considering how The Outer Worlds is not a survival game.

The shooting mechanics are comparable to those of dedicated FPS games. Since this is an RPG, certain enemies have specific weak points and weaknesses. For example, humans go down fastest when shot in the head while robots go down quickly when one blasts their power source with a laser weapon. You can carry up to four weapons. You can bash in an alien dog’s head with a club then transition to an assault rifle to deal with a human. There are many enemy types so it’s always good to come into situations well-prepared.

As you travel across Halcyon, you’ll meet a series of interesting companions you can bring along on missions. Each companion has their own backstory which you discover by completing their respective quests. These quests not only provide insight into companions, but they also help flesh out the world. Companions generally do a good job of helping you. They can provide backing fire during skirmishes or lend aid during negotiations. Like yourself, you can assign specific perks to your companions. As their trust in you rises, you’ll unlock more skills for them.

Unlike Fallout, The Outer Worlds is not an open-world title. Each of Halcyon’s various planets and artificial habitats is self-contained. This gives the game visual variety as no two planets and space stations look the same. Every location teems with its own factions and wildlife. The locations also have their own stories to tell. One planet manufactures canned fish while another provides the system with medicine. All locations have a wide range of optional missions that further flesh out their specific histories. You’re free to travel between locations at any time, provided you’ve unlocked them.

Sidequests can come off as hit or miss in many titles. For the most part, optional quests in The Outer Worlds feel meaningful. Each is its own mini-story. Like companion quests, they give depth to the world. My only gripe with sidequests is how you have to essentially stumble upon them. I picked up most sidequests by talking to seemingly nondescript NPCs. This approach to finding sidequests encourages players to thoroughly explore every world. But for myself, I wish there was an easier way to know where to find side objectives.

One of my biggest problems with Fallout is its outdated, buggy game engine. The Outer Worlds runs on Unreal Engine 4. This provides an overall smoother playing experience. During my time with the game, I didn’t experience any major game-breaking bugs or glitches like I always did with the most recent Fallout titles. The graphics also look exceptional, though they certainly aren’t on the level of something like The Witcher 3 or God of War. While the graphics don’t impress on a technical level, the eye-pleasing art design more than compensates. At a glance, it’s easy to tell The Outer Worlds apart from other titles.

Gunfights can get intense, but even the most heated exchanges didn’t get my heart pumping as furiously as some of the moral dilemmas I found myself in. The Outer Worlds never tells players what’s “right” or “wrong.” You may go into a mission with the best of intentions only to have things fall apart in a terrifying manner. Though you can load a previous save if things don’t pan out as you’d like, you get more out of the game if you live with your choices. The myriad of choices and consequences players have to consider is mind-boggling, but it’s also what makes The Outer Worlds so fun.

If the Fallout series has let you down you’re going to find a lot to love in The Outer Worlds. It has deep RPG mechanics, three-dimensional characters, a fully-realized classic sci-fi setting, and meaningful dialogue choices and consequences. Obsidian did a hell of a job with this game and I can see it becoming a major franchise moving forward.



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