Evaluating The Outer Worlds - Obsidian's Aggressively Average Adventure
3,355,143
Published 2022-02-25
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Songs:
Jingle Jangle Jingle by Kay Kyser
Pretty much all of The Outer Worlds OST
Africa Suite from the Halo 2 Anniversary OST
DRAGONFRUIT SALAD by Lacheque- soundcloud.com/lacheque/dragonfruit
Unsullied Memory from the Halo 2 Anniversary OST
Don of the Slums from the Final Fantasy VII OST
Meet at the Crossroads (pitched down to fit the length of the ad) by Dj CUTMAN- soundcloud.com/djcutman/meet-at-the-crossroads
Timestamps:
00:00- Intro
02:51- Character creation
07:55- World intro, combat feel, questing + dialogue, exploration
27:22- Emerald Vale
44:33- Groundbreaker
52:15- Roseway. questing gripes
01:01:08- Byzantium
01:09:25- Monarch
01:19:42- Companion analysis
01:44:44- Setting up the endgame
01:58:56- Good ending, Bad ending
02:10:42- Final thoughts
02:24:33- Micro Center ad, Outro
Thanks for watching!
All Comments (21)
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All of the four main writers who worked on New Vegas had left Obsidian by the time of The Outer Worlds and it really shows.
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It's biggest legacy to me is that it will always get confused with Outer Wilds
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My favorite thing was making my character have the phobia of robots and then having the dialogue option to just scream when first encountering the robot companion found on the ship😂
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Obsidian proved in Fallout New Vegas they can have comedic companions also have some of the best backstories. Arcade Gannon, Lily, Raul, and Veronica all act as companions that are more comedic but they all have deep backstories where your options in their quest impact their future life.
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I've, honestly, never seen a game so positively praised and spoken highly of disappear off everyone's radar as quickly as The Outer Worlds did.
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There’s actually technically a THIRD ending to the game, which requires minimal intelligence. when you choose where the hope gets sent you can override the autopilot and accidentally fly it into the sun, giving you the absolute worst possible outcome
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34:58 This little thing here is SO EXTREMLY IMPORTANT because she's apparently the only person who's figured out how to make food grow in the Outer Worlds, a problem that becomes abundantly clear by the time you reach the credits.
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The "Hard" difficulty is only difficult for the first zone with Edgewater. Once you get to the Groundbreaker and buy armor the game is just as easy.
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Outer Worlds is like Fallout and Borderlands decided to have a child together, but rather than end up with the best traits of both parents, the child ended up with the positive traits of one parent cancelling off the bad traits of the other and vice-versa so the child came out just painfully average with some good traits here and there...
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I remember beating the final boss and feeling shocked when I realized it was actually the final boss because it genuinely felt like that was only the halfway point of the game.
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This whole game is like if "Old World Blues" was an entire game.
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The best way to sum of this game is "Obsidian relentlessly and consistently stole losses from the jaws of victory over and over"
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The Outer Worlds was great for the first playthrough, but I had no urge to go back for another afterward like I always did for Fallout
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One of those little things that seriously rips me out of any RPG. There's a few dozen people in town and no trade. Just outside the non-existent walls is literally hundreds of respawning bandits. Who the fuck are they stealing from!?
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I can see the potential with outer worlds and they crafted a really interesting universe to explore but this first game did feel more like a test run than the full released game
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"Obsidian " is just a name now. All the developers that made all the games we remember and love have left the company.
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Obsidian seemed afraid to do anything special for this game. The stats, equipment, guns/weapons, even the enemies all seemed like a first draft choice, before they added the bells and whistles.
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The most powerful and memorable moment for me from playing The Outer Worlds was about 30 hours in while looking at the star map after completing my last available side quest before going to the point-of-no-return-planet, and realising that all of the planets that I thought were going to become available to me as the game went on were actually just decoration on the star map to make the game seem bigger than it actually is. 3 years later and THAT'S the most powerful experience I recall.
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I'd like to add to the "my cashier woke up and can swing hammer or deadeye any enemy out of nowhere" that rpgs might want to revisit some mechanics from old school games like "Gothic" were your guy doesnt know how to proper swing anything or shoot until he learns the proper way with a trainer, which is also tiered so you don't go from zero to hero immidietely.
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Ah yes, the game where they decided to give every character the "funny millennial socially awkward dialogue" trait, making them all blend together and become bland. You know, the "funny" talking where they go on for too many words? "Oh, don't do that! I mean, unless you want to do that, but I don't want that and neither do the scary guards with their scary guns... I guess every gun is scary when you're getting shot at but what I'm trying to say is just don't do that!" It's trying to be quirky and charming but just makes me want to punch them in the face.