The Outer Worlds - Análisis
Faced with the impossibility of developing Fallout New Vegas 2 , or any other related to the Betheda saga (they had to settle for clapping a mod in Fallout 4 from a distance), fate has wanted it to be one of what we would call " spiritual successor " the last as independent (although this time I publish Private Division of Take Two). We can't deny that that's been a big part of the appeal, seeing a non-canonical continuation of everything Obsidian, as RPG experts, wanted and couldn't implement in one of the best RPGs of all time, which bugs they deprived of climbing even more positions, but whose world and features were exquisitely written.
At times, The Outer Worlds looks like a New Vegas reskin and on the other, a game cool enough to avoid comparative grievance . The game may have always been designed this way: trying to please old wolves while gaining the gap that Mass Effect left free within the genre of role-playing and spatial action. All this presenting a tone of the most casual that puts us in the middle of a corporate fight to control the power of the ends of the galaxy. A deep story when you want ... but incredibly light and bearable.
Your character will be, in a resource that seems to have no end, a - a priori - nobody, a member of the crew of a colonizing ship that we can edit in our image and likeness ... or take advantage of the possibilities it gives us this science fiction universe to make it as bizarre and colorful as possible. Total ... in the end we are facing a game in the first person, so we are not going to see ourselves. For a move that we are not going to tell you (although it appears in the video of the first minutes), it turns out that you get trapped in that ship and wake up decades later, when colonization has already occurred and there is a huge variety of settlements and a interesting solar system to explore with its dominant factions, corporatism raised to the maximum power, class struggle ... and many threats along the way.
However, humor is the true protagonist of the script for The Outer Worlds . Sometimes he is smart, other times as gross. Sometimes it's black humor ... and sometimes it's white. Sometimes it will be elegant and other times it will be sapphire and green (great localization work in all this). Maybe there is even too much. At one point in our game, we will almost forget what our character's purpose was in the game, and we will simply want to explore and discover more and more. Any NPC can provoke the smile of the day, yes. But those who expect the main story to be epic and unforgettable may not exactly find their game. The Outer Worlds is full of clever lines of dialogue, but we doubt you will remember a single one in 3 months' time .
What is most important in the background is the satire we have in all this. It will not be strange to see that, even in the most exaggerated situations in the game, we find something that reflects the reality of this world that we have had to live . Exploited but happy workers with the minimum recovered labor rights, incompetent pseudo-politicians, postureo, etc. Luckily, within this crazy world of the Alcion colony (yes, they have located even Halcyon in Spanish) we can face the different missions in various ways.
We can choose to kill the targets that are marked as an enemy as if it were a pure FPS, to the point that we can supposedly assassinate all the NPCs (we haven't put it into practice, what an indentation!), or opt for more peaceful ways of interacting with the rest of Alcion's inhabitants , including of course dialogue and infiltration , either with pure stealth or using disguises to go unnoticed. We recommend the latter more, firstly because we would miss some cheeky dialogues and also because TOW as Action-RPG is clearly developed focusing on the most role-playing part and less on the action part in its particular playable balance.
Throughout the length and breadth of the map we will be able to find shiny new weapons , although nowhere near does the game focus so much on loot. Within this complete arsenal there will be plenty of great ones with effects of the most unexpected and fun to spoil the surprise and others with some type of elemental damage that affects the characteristics and defenses of the enemy and makes the game a little more old school role playing. However, inventory management is not too agile, so we will generally choose to choose a favorite and quickly discard anything that does not suit our tastes.
In addition, without being uncomfortable, the handling of these weapons is not to shoot rockets. Coming from Borderlands 3, the new Obsidian would be a step below at the gunplay level, although if we compare it again with Fallout New Vegas the thing has given a good rush (9 years have passed, we also do not know if this is really a great compliment ). The charm will be the possibilities with certain weapons or the fun effects they generate, not how comfortable you feel with them, although as we said, the game is more focused on the most peaceful part and deepening the world that has been built for the chance.
Of course, there will be a character progress as we complete missions. We can dedicate experience points to enhance our combat skills or others that may be useful to us in interaction with the environment or to open more options for dialogue, such as attributes of persuasion, intimidation, intelligence, science, technology, [stupidity] etc. . However, what seemed most original to us, what is out of the norm is that not only does the game try to enhance our strengths, but reward us for our shortcomings .
The game's weakness system tracks our game performance and makes note of where our Achilles' Heel is. Basically, it will not make us improve in what we are denied (skill with a type of weapon, that certain types of enemies attack us a lot), but instead offers us an advantage in exchange for the penalties of our way of playing that on the other hand would happen naturally in our game. Beyond the usefulness of this system, it is quite fun to discover how the game analyzes our way of playing and, things as they are, laughs at it. We do not remember a similar mechanic in which the game itself mocks so much art from its users.
Despite being a game focused on the singleplayer, we will not be entirely alone. Once again, a familiar element of Fallout is collected such as the companions . In fact, and perhaps this does not speak well of the main adventure for some purists, they are the companion missions, those in which our relationship with them develops, the best. They will really make us feel accompanied because they will respond to our acts and interact with each other in different ways, giving rise to interesting dynamics that even permeate the dialogues, where they will get into our affairs. In addition to the plus storyline and script depth that has these characters on our side, they are killing machines controlled by the AI in a quite satisfactory way, although we can give some orders about the objectives that we want them to face or use some colorful "definitive" attacks.
One of the big problems that we find in Alción is that it does not reward exploration too much . There are certain places in which the interest will be concentrated and the walks between these main points will not be very satisfactory unless we want to farm experience in the particular alien zoo that we have. Those secondary places of great importance are missing, those that we precisely discover generally by pure chance and that feel like a great reward for what they bring us in the adventure. Here almost all the places of interest are a must in the 15 hours that the campaign lasts more or less (although you will probably entertain yourself during and after, giving rise to more than 30).
Visually we will find a game that stands out above all for an exquisite artistic design that enhances the most exotic face with which the extraterrestrial planets are imagined , being the places that make up Alción closer to the Pandora of Avatar than to the Borderlands to which both It looked like Fallout New Vegas. However, we will not find that the game technically enhances those virtues. In addition to bugs that are difficult to ignore, the animations are somewhat outdated and, at the heights of the generation that we are, we will not find anything that makes us fall on our ass , although it does not give us the feeling of having returned to the last generation. Right, without more.