I got to playThe Outer Worldsrecently. Suffice to say, I thinkwhat I’ve seen so faris pretty great. You can check out my gameplay right here or onour YouTube channel.
The Outer Worldsshould feel very familiar for fans of Obsidian’s RPGs. As someone who’s put over 1,200 hours intoFallout: New Vegas, I felt very at home.
The Outer Worldsoperates with that same strong foundation. It’s a game that prioritizes player choice above all else–a prioritization that reverberates through every mechanic. I had a wide variety of weapons to tackle enemy encounters differently nearly every time. One fight would call for a blade, another would be better suited for a sniper rifle-minigun combo.
The dialogue felt similar. I tend to lean towards karmically good characters but sometimes I just had to mouth off to the corporate clown flinging taglines my way. Certain dialogue options are gated by a skill requirement, which tantalized my brain with ideas of what kind of character I want to create. This is probably my favorite part ofThe Outer Worldsso far. It’s a game tailor-made for role-playing.
And what a world to have at your disposal. The setting is perhaps the biggest thing that establishes Obsidian’s newest creation as a new intellectual property. As often as this game gets rightly compared toFallout, I’ve never seen a world quite like Monarch.
I was told I could go pretty much wherever I wanted when I was placed at the crossroads you see at the beginning of my gameplay. Part of me wanted to head to Fallbrook to complete my main mission, but another part of me wanted to explore the weird wilderness all around. I’m glad I chose to go off the main path.
I finished playing more excited to start this game with my own character than ever. you may experience the weird web of corporate worlds inThe Outer Worldswhen it releases on Oct. 25 for PS4, Xbox One, and PC. Switch owners willeventually get their dayas well.