Obsidian's "The Outside World" of the solar system is swimming with ridiculous evil company products: toothpaste that causes blindness, hangover therapy that causes coma, each with its unpleasant advertising and malicious Barber shop clang. Compared to that group of terrorists, the company product of the "outside world" itself is a bit like a luxurious cup soup. It's a long way from advanced cooking, especially nutritious-packaging can account for 30% of calories-but it can easily fall without causing any harm to you. Well, it's the outside world. I have nothing to hate, no boring robberies, and nothing I really like. If you read the promotional article "The Producer of Radiation: New Vegas Made a Mass Effect Cover Page of Radiation Effect" and you are not satisfied with the reservation button, don't worry, this is roughly the case. But what else could that be?
External comment
- Developer: obsidian
- announcer: Private sector
- Platform: Reviewed on PS4
- Availability: October 25th on PC, PS4 and Xbox One
The game started weird. The outside world unfolds in another world, in which the United States has never passed some important antitrust legislation, so humans are owned and operated by large corporations. The character created by you is the founder of the interstellar colony Hope, which is pushed to the Halcyon system by the all-around Profit Motive hand. Then, after Hope fails (for decades) due to drive failure, that hand will not be able to rejuvenate you. You will learn that the system has been solved without your presence and transformed into a fungus, a retro-style "Wild West" with flat, desperate chrome and timber towns scattered on its planet. This is a place where constant resource warfare and satirical ideology are tense. Quasi-communist "philosopher" rebels are buried on the moon, and the three major companies compete for prestige. The last thing your employer needs to do is feed a few hundred more mouthpieces, especially if those colonizers subsequently fall into lefty.
Fortunately, have you been awakened from frosty sleep by a crazy scientist (and other types of scientists) (Dr. Finus Wells) who sent you to thaw the rest of the crew. In your first feat, place an escape capsule directly on top of the mercenary captain Phineas asking to be your partner. This saves you from supervision and also gives you the key to the mercenary ship, Unreliable, a cousin of Mass Effect Normandy, made entirely of trash cans and saliva. As you explore Halcyon, carry out main and optional tasks, pick loyalty, discover ulterior motives and recruit six companions, this will be your mobile home-done with enthusiastic AI hosts. The two main planets consist of a luxurious open world with multiple landing sites. You will spend most of your game time here, but there are also smaller areas such as asteroid retreats, temporary space bazaars, scorching mining facilities and prisons. Many landing points must be unlocked by obtaining a pass, which will transform The Outside World into an interstellar game of Finding the Key Card. You will get these cards as part of the main story, and if you are willing to spend some time, it will last 20 to 30 hours.
After spending an hour this summer, I had high expectations for the satirical work of The Outside World. Despite the timing of writing, these expectations have not been met. Compared to most other RPGs, the premise is unpleasant. It introduces you as a spare item, these items are randomly drawn from the left luggage locker, and are not equipped with the usual Chosen One CV, but provide some blue-collar background products, such as bartenders and factory loaders. This puts you in the same position as many of the colonists you will meet, and according to the contract, half of them are obliged to speak advertising slogans; a conversation tree sees you lingering about a painful shopkeeper saying something that those who are not In the script.
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The game has some nice moderate moderate and moderately attractive scenes. Many of the visceral factories, outposts, and labs with hackable terminals you'll be visiting, are full of emails about workplace abuse, human resources' outrageous emails, and passive offensive conversations with colleagues. On one planet, a reformist hooligan executive speaks in a self-care tone; his nemesis is a socialist daydreaming across the valley, and he is a frustrated writer (I also see you, obsidian).
But sadly, satires are usually more adorable than cutting. The game occasionally attempts to seriously explore the dystopian issue of the company's operations by weighing the mutually exclusive claims of both capitalist and anti-capitalist factions. But in many cases, this description relies too much on the clichés sucked up by Fallout and Bioshock. The bosses are always smooth, silver, and satisfied with hypocrisy. The 50s-style ads covering the walls and screens are shocking in a predictable, adolescent way (each ad has its cheeky disclaimer detailing a series of terrible side effects). The slaves locked by the company are all folklore and competent, they remove the grammatical subject from each sentence because it dangles, and when you represent the chief executive officer of Johnny with finger bones, there is no time to use " I ". Most importantly, there is no single factor that has a significant impact on your tools and strategy as a player other than that compelling start. You can replace the social review element of Outer World with the pinnacle of Skyrim or Mordor, and it will be the exact same game, that is, you have played multiple times before.
There are about a dozen skills that can be upgraded, and there are more professional skills-such as the opportunity to reset the companion's ability cooldown-to unlock all other levels. You can modify weapons and armor on the workbench to make adjustments such as quiet footsteps, and reduce a considerable range of narcotics in order to achieve a brief state of improvement (and subsequent withdrawal symptoms). There are many variables, but they all boil down to four thousand-year-old role-playing methods: shooting, hacking, sneaking and talking to people to completely avoid conflict. Usually, you will use all of these methods at the same time, just as you might struggle to define yourself as a pivotal gunner or a brainstormer with a tournament-level right hook.
The outside world is a bit claustrophobic, as all its scorching skylights and neon roads meander through the mountains of exotic flora. There are too many ways to beat every mission per square meter. You will find key props in the pass or semi-finished unfinished missions, and different routes and methods to each waypoint are rarely far apart. You rarely need to really think about what you are doing, nor do you have to be curious about the environment or the people in it-everything is at your feet.