Connect with us

Reviews

[Review] ‘The Outer Worlds’ is a Fantastic Sci-Fi RPG, Full of Wit and Wickedness

Published

on

The good news is The Outer Worlds is great, but it might not be exactly the game you thought it would be.

Understandably the first thing many thought when learning that the people behind the original Fallout titles and those behind the beloved Fallout New Vegas were making a brand new RPG together was that this could be the ultimate blend of Fallout old and new in a shiny new package.

In many ways it is, yet the series it most resembles is Mass Effect. Planet-hopping sci-fi with warring factions and engaging companions? The Outer Worlds does this in a manner befitting Bioware’s sci-fi epic, but it’s fused with dark humor and a freeing morality system.

Despite these differences from what’s expected, it all begins in a warmly familiar way. Set in the future, The Outer Worlds takes place on the remote space colony known as Halcyon. Among this collection of terraformed planets and raggedy space stations you awaken aboard a stranded colony ship to discover you’re freshly unfrozen from cryogenic sleep and turns out, you’re probably the one to change the way things are down on the colony. Yes, the chosen one story is back, but that doesn’t exactly mean salvation for the Halcyon colony.

Halcyon is run by corporations that effectively act as factions. If citizens want food and housing they have to essentially tie themselves to one of the corporations for life and know little more than that. To break from this oppressive regime or to underperform for the corporation means being shunned and near-starved extremely far from Earth. The only problem is the corporations had only half-thought out this interstellar colony lark, and now viable food is becoming rare and Halcyon is on the brink of collapse. The protagonist’s quest begins with the idea to get the brightest minds ever frozen and stuffed into cryogenic tubes thawed out and working on a solution for that crisis. How it ends is up to you.

The Outer Worlds isn’t afraid to be political and makes humorous light of some highly-relatable topics (class wars, brands as a defining lifestyle choice, the gig economy), and that ultimately colors your journey and the choices you make. The writing is good enough to take a seemingly obvious solution and offer up another one that is equal to or supersedes the previous one. The Outer Worlds lives in the grey areas of morality, giving you the flexibility to be as honorable or shitty a human being as you’d like. The key to that is how flexible your options are for missions.

One early mission sees you out trying to get a power source for your ship and that leads you into a dilemma between two sides of a town. One is scrapping to live under corporate rule, but oh-so-willing to keep what little power they have over a renegade group who are living free of corporate shackles, but struggling to survive without supplies.

Both groups have a power supply, but each powers the towns they live in. From here your options are immense. I don’t want to spoil too much with this, but among the ways to get that power supply are straight-up murder of one party or even both, threatening one with shutdown if they don’t return to the other, and convincing one side to let the others be. The Outer Worlds lets you kill quest givers, and always offers up a new way of getting your objective done.

I replayed this particular scenario in a multitude of ways and got wildly different results. It even affected the companions I could recruit and later echoed out into other aspects of the story. The Outer Worlds may not be the largest RPG, but it has so much replay potential. In my first playthrough, playing as a Han Solo-esque antihero, I found all the potential companions, but didn’t get to visit every possible planet.

Yes, The Outer Worlds is positively bite-sized when compared to many RPG’s of the modern era. Rather than a big sprawling open world, The Outer Worlds is made up of smaller sections on a multitude of planets. There’s still exploration and looting within these sections, but it’s a more streamlined and condensed kind of exploration. It’s honestly a relief not to have to trudge around for hours when narratively, the planet’s are generally only sparsely populated with human activity and the identikit Western-style flat-pack buildings, so The Outer Worlds makes sure there’s more to find and do in these little pockets of life. Mainly by making sure the world-building and conversations are worth your time.

There’s plenty of chat too if you want it, most of it from the companions you can pick up along the way. There are five possible recruits for your ragtag spacefaring crew and each is worth having around, which makes preparing for exploration tough because you can only take two at a time. They chat amongst themselves, offer up advice, tell you their concerns, and have their own personal story arcs that can be filled out via their own questlines. They have their own upgrade trees, stats, weapons, and armor, and even throw in a special ability. They’re extremely handy in a fight and good company on your travels. My personal favorite is the adorably awkward engineer Parvati, who was full of excitement and nervousness about traveling through space as part of my team, and always felt like the grounded and good-hearted core of my decision-making. The other four have their qualities, but Parvati is one of my favorite NPCs for a good while.

When you’re not wandering about, trading barbs and heartfelt advice with the fine folk of the Halcyon colony, there’s a good chance you’ll be fighting something. Might be marauders, might be alien beasts, or it might just be the entire town you just enraged after shooting their leader in the face. Gunplay is more prominent than you might expect. Sure it has a slow-mo tactical shot system akin to Fallout‘s V.A.T.S. (explained amusingly here as a side effect of your lengthy cry-sleep thawing), but combat is faster than that series, and thankfully, while not exactly refined, it’s fun to get into a shootout, especially if you can find the rare science weapons scattered across colony space.

The regular guns are the usual flavors. Pistols, revolvers, rifles, shotguns, grenade launchers, and the like, all with modifiable aspects from pickups littered about the colony, but it’s the science weapons that add some spice to proceedings. There’s a shrink ray that keeps an enemy at a small size until you either stop hitting them with the ray or they explode from the tinyness. There’s a goo gun that causes enemies to float into the air for a short period whilst taking on damage, and that’s just the tip of the iceberg. I liked that they were these one-off things found at specific places in the game as it made them feel special.

There are also melee weapons. Blades, hammers, sickles, and scythes that can be made to do extra electric, acid, and plasma damage via modifications. They’re a bit fiddly in more open areas unless you use your time distortion ability, but they are great for crowd control. I just wish the transition on swapping between weapons was that bit quicker so you could switch between a gun and a melee weapon without having to worry about taking damage.

You won’t always have to fight your way out of angry disagreements though. If you put enough points into your intelligence and speech skills, you can actually talk your way out of quite a lot of potential flashpoints. It’s admirable how much thought has been put into all these eventualities, and while it’s not limitless by any stretch, it’s far more comprehensive than anything Obsidian has done before.

The big worry going into this game was Obsidian’s unfortunate, and slightly unjust, reputation for making broken, buggy games with cult status, but I’m happy to report that the odd hiccup and texture popup aside, this is as smooth as any game the developer has ever made. It’s a beautiful game to gawk at too, with the retro sci-fi look of the planets complimenting the Old West stylings of the colony towns and outposts.

A special shout out to the level up jingle too. Every time the orchestral swell played to signify my growing power, it made me feel like the champion of Halcyon I was being asked to be. A superb musical choice in a rather good soundtrack.

I’d love to go into more detail about The Outer Worlds, but a good chunk of what makes it special is the surprises big and small. There’s such a familiar framework, but it’s pared down to the essentials, daring to not waste your time with filler, and in that time, your perception of characters can be changed, the jokes can be appreciated (The Outer Worlds has a fantastic sense of humor), and the worlds can be marveled at. It’s a game that keeps on giving as you can miss so much depending on your choices, and in that sense, it’s very much got a classic game feel to it. It’s a mixture of eras poured into a satirical sci-fi romp and it’s such a joy to experience.

The Outer Worlds may not be exactly what I thought it would be, but I’m so glad it turned out to be what it is.

The Outer Worlds review code for PS4 provided by the publisher.

The Outer Worlds is out October 25 on PS4, Xbox One, and PC via Epic Games Store.

 

 

 

Reviews

“AHS: Delicate” Review – “Little Gold Man” Mixes Oscar Fever & Baby Fever into the Perfect Product

Published

on

American Horror Story Season 12 Episode 8 Mia Farrow

‘AHS: Delicate’ enters early labor with a fun, frenzied episode that finds the perfect tone and goes for broke as its water breaks.

“I’ll figure it out. Women always do.”

American Horror Story is no stranger to remixing real-life history with ludicrous, heightened Murphy-isms, whether it’s AHS: 1984’s incorporation of Richard Ramirez, AHS: Cult’s use of Valerie Solanas, or AHS: Coven’s prominent role for the Axeman of New Orleans. Accordingly, it’s very much par for the course for AHS: Delicate to riff on other pop culture touchstones and infinitely warp them to its wicked whims. That being said, it takes real guts to do a postmodern feminist version of Rosemary’s Baby and then actually put Mia Farrow – while she’s filming Rosemary’s Baby, no less – into the narrative. This is the type of gonzo bullshit that I want out of American Horror Story! Sharon Tate even shows up for a minute because why the hell not? Make no mistake, this is completely absurd, but the right kind of campy absurdity that’s consistently been in American Horror Story’s wheelhouse since its inception. It’s a wild introduction that sets up an Oscar-centric AHS: Delicate episode for success. “Little Gold Man” is a chaotic episode that’s worth its weight in gold and starts to bring this contentious season home. 

It’d be one thing if “Little Gold Man” just featured a brief detour to 1967 so that this season of pregnancy horror could cross off Rosemary’s Baby from its checklist. AHS: Delicate gets more ambitious with its revisionist history and goes so far as to say that Mia Farrow and Anna Victoria Alcott are similarly plagued. “Little Gold Man” intentionally gives Frank Sinatra dialogue that’s basically verbatim from Dex Harding Sr., which indicates that this demonic curse has been ruffling Hollywood’s feathers for the better part of a century. Anna Victoria Alcott’s Oscar-nominated feature film, The Auteur, is evidently no different than Rosemary’s Baby. It’s merely Satanic forces’ latest attempt to cultivate the “perfect product.” “Little Gold Man” even implies that the only reason that Mia Farrow didn’t go on to make waves at the 1969 Academy Awards and ends up with her twisted lot in life is because she couldn’t properly commit to Siobhan’s scheme, unlike Anna.

This is easily one of American Horror Story’s more ridiculous cold opens, but there’s a lot of love for the horror genre and Hollywood that pumps through its veins. If Hollywood needs to be a part of AHS: Delicate’s story then this is actually the perfect connective tissue. On that note, Claire DeJean plays Sharon Tate in “Little Gold Man” and does fine work with the brief scene. However, it would have been a nice, subtle nod of continuity if AHS: Delicate brought back Rachel Roberts who previously portrayed Tate in AHS: Cult. “Little Gold Man” still makes its point and to echo a famous line from Jennifer Lynch’s father’s television masterpiece: “It is happening again.”

“Little Gold Man” is rich in sequences where Anna just rides the waves of success and enjoys her blossoming fame. She feels empowered and begins to finally take control of her life, rather than let it push her around and get under her skin like a gestating fetus. Anna’s success coincides with a colossal exposition dump from Tavi Gevinson’s Cora, a character who’s been absent for so long that we were all seemingly meant to forget that she was ever someone who was supposed to be significant. Cora has apparently been the one pulling many of Anna’s strings all along as she goes Single White Female, rather than Anna having a case of Repulsion. It’s an explanation that oddly works and feeds into the episode’s more general message of dreams becoming nightmares. Cora continuing to stay aligned with Dr. Hill because she has student loans is also somehow, tragically the perfect explanation for her abhorrent behavior. It’s not the most outlandish series of events in an episode that also briefly gives Anna alligator legs and makes Emma Roberts and Kim Kardashian kiss.

American Horror Story Season 12 Episode 8 Cora In Cloak

“Little Gold Man” often feels like it hits the fast-forward button as it delivers more answers, much in the same vein as last week’s “Ava Hestia.” These episodes are two sides of the same coin and it’s surely no coincidence that they’re both directed by Jennifer Lynch. This season has benefitted from being entirely written by Halley Feiffer – a first for the series – but it’s unfortunate that Lynch couldn’t direct every episode of AHS: Delicate instead of just four out of nine entries. That’s not to say that a version of this season that was unilaterally directed by Lynch would have been without its issues. However, it’s likely that there’d be a better sense of synergy across the season with fewer redundancies. She’s responsible for the best episodes of AHS: Delicate and it’s a disappointment that she won’t be the one who closes the season out in next week’s finale.

To this point, “Little Gold Man” utilizes immaculate pacing that helps this episode breeze by. Anna’s Oscar nomination and the awards ceremony are in the same episode, whereas it feels like “Part 1” of the season would have spaced these events out over four or five episodes. This frenzied tempo works in “Little Gold Man’s” favor as AHS: Delicate speed-runs to its finish instead of getting lost in laborious plotting and unnecessary storytelling. This is how the entire season should have been. Although it’s also worth pointing out that this is by far the shortest episode of American Horror Story to date at only 34 minutes. It’s a shame that the season’s strongest entries have also been the ones with the least amount of content. There could have been a whole other act to “Little Gold Man,” or at the least, a substantially longer cold open that got more out of its Mia Farrow mayhem. 

“Little Gold Man” is an American Horror Story episode that does everything right, but is still forced to contend with three-quarters of a subpar season. “Part 2” of AHS: Delicate actually helps the season’s first five episodes shine brighter in retrospect and this will definitely be a season that benefits from one long binge that doesn’t have a six-month break in the middle. Unfortunately, anyone who’s already watched it once will likely not feel compelled to experience these labor pains a second time over. With one episode to go and Anna’s potential demon offspring ready to greet the world, AHS: Delicate is poised to deliver one hell of a finale.

Although, to paraphrase Frank Sinatra, “How do you expect to be a good conclusion if this is what you’re chasing?” 

4 out of 5 skulls

American Horror Story Season 12 Episode 9 Anna Siobhan Kiss

Continue Reading