"Aaaah the space. You can't find a really fascinating place? How many mysteries lie behind the glitter of the stars, how many secrets hide the countless nebulae, millions and millions of light years away. Who knows, we could discover that in the magnificence of the cosmos there are many potentially colonizable planets, where humanity could expand even more like wildfire, spreading its indistinguishable taste for destruction and corruption far and wide for the galaxies . Exciting it? Just the other day I heard of a neat little thing that would be perfect as a place of development of a colony. A few big shots would have already set their eyes on it, and would be organizing with the other corporations to start building settlements. If they joined together, they could govern unchallenged towards new frontiers. They seem to want to call this potential colony Alcyone or something like that, it seems to me a ridiculous name. Yet I guarantee you one thing. We humans are not meant to prosper, we are born to undo. You will see that all that power and money will one day bring that future colony to disaster. Or maybe someone will come with the attributes to move the waters, to upset the system. Man, I'd like to meet a guy like that. It will surely be someone incredible.”
The Outer Worlds is the new RPG of Obsidian Entertainment, the development house that everyone has learned to love thanks to Fallout: New Vegas, but who also created works such as Knights of the Old Repubblic II and the saga of Pillars Of Eternity. If you know this study, you also know that I am among the greatest advocates of single player gaming experiences with very strong role components. So don't be surprised to know that too The Outer Worlds makes no exception, proposing a story that alternates very serious moments with others that are extraordinarily hilarious in a sci-fi context. The world, or rather the space, which appears to our eyes in this new IP has been colonized by humanity following the invention of an engine capable of exceeding the speed of light. Some terrestrial corporations have therefore decided to unite and embark on this promising colonization project, creating the Council: thus the colony of Alcyone, located in different planets all gravitating around the same star. A colonial ship, called Hope, he had to reach Alcione bringing with him seventy people ready to put himself under the directives of Consiglio, but due to a failure there Hope remained stuck in space. Without any interest in repairing it, the Consiglio he preferred to cancel its existence, making it a nice urban legend. For decades the Hope he has wandered in the infinite space with inside people abandoned to their destiny. And here comes Phineas Welles, the most wanted scientist by the Council, intent on saving the crew and subverting power. Because of the few resources, it can momentarily free one person, our character. On his behalf, we have the task of saving the other colonists trapped in the Hope and change forever Alcyone. Will we be the salvation of the colony or its ruin?
The central fulcrum of games of this type is all in its components based on the choices of the player, which change the relationships with the characters of the game world and influence in a positive or negative way the surrounding environments. It is a must to start talking about The Outer Worlds focusing on this aspect. I can assure you that the level of roleplay in this game is nothing short of astronomical. From the creation of the character, we understand that Obsidian has focused its attention on offering the player the possibility of creating an alter ego as personal as possible. I am not referring to aesthetic, rather thin and disappointing editing, but to the skills and abilities available. Right from there begins creation, starting with general lines with points that can be assigned to characteristics that bring together many others, such as the dexterity that influences all the stealth skills and some communication skills, or the intellect that increases knowledge in scientific and technological fields. Then we go into detail and a world of possibilities begins to open up: the points available may be assigned to other groups of features, which this time include only two to three skills. For example, assigning points to the "command" group increases the skills of inspiration and determination, which affect the strength of the crew members. Or the "invisibility" group increases the skills of stealth, hacking and break-in, allowing you to solve many uncomfortable situations by bypassing computers or overcoming doors that could otherwise only be opened with keys.
When an ability reaches a multiple of 20 points, you get a permanent passive bonus that provides support in specific situations, such as increased critical damage with firearms or the ability to repair weapons and armor at any time. Once the 50 points are reached, the ability is detached from its group and must be increased individually. In this way it is possible to specialize in specific areas, investing all the points in a single skill or distributing them on several fronts. In the two games played, I was able to create two diametrically opposed characters. In the first, a sniper thief very skilled in lying and solving missions hacking computers and breaking doors, as well as having great knowledge in medical, scientific but above all engineering. In the second, a rissaiola specialized in hand-to-hand combat with a very rough attitude, which resolves discussions intimidating its interlocutors or breaking some teeth. There are endless possibilities and combinations, it's up to you to choose according to the style you prefer.
This personalization heavily influences the approach to confrontations and discussions with the characters representing the factions in the colony. The main factions are five, each with its own missions and interests. Obviously, the most powerful faction is il Consiglio, the conglomerate of companies ruled by President Rockwell that has influence over most of the colony. However, there are some realities that have decided to seek independence, escaping from the corporate yoke or proposing an alternative model. The main supporters of independence are la Pioneria, a space station headed by Junlei Tennyson, e the iconoclasts, religious group led by philosopher Graham Bryant. Le Star Industries Monarch instead, governed by President Sanjar Nandi, they continue to pursue the corporate ideology, but allow their employees greater autonomy that does not completely destroy their personality, as happens instead to those who work for companies in the Consiglio. Last, but not least, the Sub-Light Shipping and Recovery, society at the limits of legality with different operational centers scattered around the colony, which thanks to bureaucratic quibbles and the efficient guide of Lilya Hagen manages to manage numerous criminal activities without encountering the wrath of the Consiglio. Factions are not necessarily opposed to each other. For example, the head of the Sub-Light Lilya Hagen works on the Oil tanker. Therefore, carrying out missions for a faction does not automatically imply another enemy faction. And even if this happens, the game takes into account the positive activities carried out for the possibly damaged faction, so it is possible to have an equally balanced approval and hatred index, thus creating nervousness or neutrality towards one's own comparisons.
In any case, all assigned missions bring at least a small advantage to a particular faction. Like any self-respecting role-playing game, these can be carried out thanks to strong oratory skills, killing, corrupting, stealing or recovering objects. The level of possibilities and variables in some missions is almost absurd: the most striking case was a mission that had a dozen different ways of being completed, including the linear and regular conduct, the deceit of the client, the collaboration with a group of marauders and much more that I will not say not to ruin your surprise. Another extraordinary case is that of a secondary mission with six different completion choices all centered on the roleplay, with a seventh option added after the completion of another mission. Not only, having a particular crew member on the team can lead to yet another possible resolution, as well as to unpublished dialogues. Moreover, some characters react to our clothing, treating us differently depending on the armor we wear. The cases in which the resolution options desired for a mission are not given are counted on the fingers of one hand. The Outer Worlds it makes the feeling that our choices count, making the consequences of our actions over and over again in history. The puzzling freedom of action granted in almost all the proposed contexts makes it palpable. Bring the colony of Alcione alive. In this context, we are facing a title that offers a GDR experience of the highest level, at the level of benchmarks such as Mass Effect. The incredible work of Obsidian can only be praised.
Moving on to pure and raw gameplay, fights can be dealt with by ranged weapons, melee weapons, or by avoiding as much as possible through stealth, computer tampering, and the sharpest weapon of all, the words. Weapons can be manipulated to increase the damage to the price of a few bits, the game currency. They can be modified to increase the capacity of the loader in the case of firearms or the speed of impact in the case of melee weapons, but there are also modifications that give elemental damage, silencers, sights and much more. The numerous armor can also be modified, and in addition to conferring defensive bonuses, the points of certain characteristics, such as communication skills or technological abilities, are increased. All this can be done at a workbench, but with the right score to the engineering feature it is possible to operate in the field at any time. If the weapon or armor lose resistance, they must be repaired so that they continue to offer optimal performance. The increase in these performances can be helped by time dilation, a skill that allows time to be slowed down momentarily so as to guarantee blows to the head or limbs that cause mutilation. The ability is incredibly useful as you progress through the game, when enemies become more and more numerous and stronger. Weapons and armor can be purchased in stores scattered around the colony and obviously recovered from the corpses of your enemies, as well as ammunition, bits and items to sell to merchants. Whatever the fighting style chosen, you never feel bored and the game tries to reward even situations in which conflict is avoided, providing experience points when, for example, a computer is tampered with so that robotic enemies cease their activity . A constant amusement characterizes all the raids for the planets of the colony, always variegated and full of surprises.
The difficulty of the game can be selected at the beginning of the game, but the difficulty Supernova deserves a special mention, as it transforms The Outer Worlds almost in a survival. In this mode, in which if the difficulty is lowered in the game can no longer be reset with that character, you must also eat, drink and sleep during the exploration, on pain of a drop in statistics or even death. You can sleep and save the game manually only within your own ship, the unreliable, the companions can die permanently, the enemies are stronger, the weapons with little resistance are very little effective and the bodily impairments must be cured by sleeping. This is a difficulty that transforms the experience, making it essential to spend money on resources, to be rationed based on the length of the exploration you intend to undertake. Getting started can be really difficult, but the more you complete missions, the easier it is to manage money to survive. An addition that will delight all those looking for a truly challenging experience.
Although The Outer Worlds having many exceptions on the GDR side and having a satisfying gameplay experience, the game is really lacking from a technical point of view, in some cases embarrassing. The game was tested on Playstation 4 and the performances really leave something to be desired. Numerous framerate drops when the camera moves with many characters or enemies on screen, along with entire areas that are loaded in front of one's eyes after getting off the ship. The geological composition of many planets is irregular, based on high ground and disconnected rocks. Jumping on the aforementioned, it is not uncommon to get stuck in the pits created by the polygons, making it difficult to explore certain areas and trying to get rid of them. Many low quality textures and many landscapes seen from the distance seem to come from the last generation of consoles. Obsidian has already announced that a large patch will be released on day one, in which it is hoped that at least half of these problems will be solved. Those who buy games of this type certainly do not make it clear for the graphics, but to see certain things that have arrived towards the end of the generation is rather serious.
The Outer Worlds it is a game with a double personality. On the one hand we have one of the best RPG experiences of the year, which has all the potential to develop around itself a universe that goes beyond the colony of Alcione and expands further in future sequels. A fun gameplay, never boring and which allows you to really savor the investments in the character's features, surround a title with a fascinating story, set in a constantly moving world that makes the player participate as rarely happens in other games. The extraordinary number of missions and the very high replayability guarantee a potentially disproportionate number of hours to spend wandering around the colony. On the other hand, however, the technical sector is lacking in various areas, even breaking the magic of an excellent experience in certain cases. These are correctable defects, but they must necessarily be arranged to elevate the game towards a judgment of absolute positivity.
For all GDR lovers, The Outer Worlds it is an absolutely obligatory purchase, a great experience that you can hardly erase from your minds. Even single player lovers in general can consider buying, as long as they have the patience to spend their time reading many dialogues. If you don't fit into either of these two categories, I don't think this is the game for you. There are many moments that are spent talking to other characters or arranging the equipment of the team and their own.
The Outer Worlds, despite the way it appears, it is a game that requires time and dedication to be appreciated in all its facets. A bit like the realization of Space Solutions products, carefully manufactured under the supervision of diligent, prepared and willing workers. The most suitable products to eliminate all your worries, from the crumbling breath that afflicts your mouth to bloodthirsty raiders. Enjoy freedom with Space Solutions.