Like most folks I was looking forward to this game. While this is a great game, I do worry it's been a little overhyped by certain online communities as the Second Coming not because of it's merits but because it lets them bitch about Bethesda some more.

The best way I can describe the Outer Worlds is "put Fallout and Borderlands in a blender then dust a little of No Man's Sky on top of the resulting shake". Obsidian's experience from New Vegas is on full display here. I hit the PS4 touchpad expecting it to switch to 3rd person view it felt so Fallouty. The game plays like an updated New Vegas in space. The shooting is a better, but not quite as comfortable to use as Fallout 4. Luckily they still have a version of VATS to help line up better shots. The button that draws your gun is also your interact button.
It does get a little annoying always accidentally pulling out your gun when you're opening doors or talking to people. Luckily, having your gun drawn doesn't alter how people act.

There's also a stealth mechanic in this game, but it leaves much to be desire. You can hide in grass and behind boxes, but not all structures can be hid behind effectively. Also, the enemy's awareness meter isn't connected to your HUD, they just hover above the enemy. It means you won't notice if an enemy behind you is becoming aware to you. It's also hard to land a good sneak attack without alerting everyone. There is a sorta social stealth aspect with your Shroud disguise that lets you waltz around restricted areas.

On the controls, it would also be nice to have a few more HUD customization options. I don't need the companion wheel down in the corner constantly and a quicker way to get to a photo mode instead of going into settings to turn off the HUD constantly.

Like other Obsidian games, most of the main quests give you the chance to talk your way out of things. This game is filthy with skill checks and I admit it does feel good passing one, like you're smarter than the average bear and don't have to shoot your way out. Still combat is unavoidable when you're in the wild fighting monsters. There's also plenty of non-skilled dialogue options. In most games, when talking to NPCs you can either be a polite doormat, a psychopath, or a mean guy. Usually the last two equal getting bad options. I love that you can play as a sarcastic, flippant, or uncaring hero and still get the good endings. You can help people without being a doormat. I was a puckish rogue captain pretending to be a dead man.

The dialogue is also helped by the writing, which is where the Borderland influence comes in. There is definitely a focus on humor here, but it doesn't sacrifice story for cheap laughs. Some of the humor comes from the absurdity of the corporate ran world, the other part comes from some of the dialogue choices you have. I laughed my ass off at a lot of them.

Another Borderlands influence is in the world design. First, the guns have a unique look. They are a mix of real world gun and space weapon, you can tell the Auto-Mag has some M1911 influence. The world also goes for that dirty, space western type of look. With the mix of colors and creature designs, there is that hint of No Man's Sky in there. Outer Worlds does delineate itself from those other games by adding in some early 20th Century influences. Along with the game's theme, the world looks like if Vanderbilt went to space. The rich city looks like turn of the century New York, and some of the clothing has 1910s influences. Being corporations are a big thing in Outer Worlds, there's lots of in-world art of adverts that look cool and plenty of catchy jingles. Again, I love in-world art and find the artist who make them are unsung heroes.

There is some great music in here too. It's a mix of space and western. Frontier towns have that more twangy ambiance, while the rich city has this song that's a neat mix of Mass Effect and Marvel Ultimate Alliance. Still, the Fallouty feel of this game made me pine occasionally for a licensed soundtrack.

There's a lot of loading screens in this game as well. Some of them I get, you have to have them in a space game where you're popping between different planets, but it can get obnoxious. Maybe use a loading hallway or elevator for some of these, especially when a mission involves talking to two people on different planets, that's a minimum of 4 loading screens. And it would be neat if loading screens were a little different for each planet. Maybe they're Spacer's Choice branded on one planet, but another they are Auntie Cleo branded loading screens.

Guess this is a good time to talk about the theme of this game. The main theme is corporatism gone too far, or what if the company towns & big trusts of the 1900s stuck around. It's an interesting concept to dive into, especially since it avoids the themes of capitalism and consumerism. It's more about bueracracy, efficency, and profits, basically if those aliens from Hitchhiker's Guide were in charge. I think this thesis statement is best realized in the first town of the game, Edgewater. It introduces you to this world and all it's surreal insanity; how people are treated like property, everything, even dying costs money, people are judged by their productivity, and they must always use company slogans in greetings. It really gives this world a unique feel that I feel gets lost once you get off world. After Edgewater, you visit an independent ship and a rogue company planet. It makes the game feel more like Fallout than maybe they intended, especially with planet Monarch being a semi abandoned planet filled with ruined villages. I'd have rather visited more company towns, sure it could've gotten a little stale, but use the different planets to explore different aspects of 1900s working conditions. Maybe there's a mining town where your money is no good, cause they use company scripts, or a town of office workers to air the gripes associated with clerical work. Basically, I felt the theme of this game was pretty tame.

A complaint I've seen leveled at this game is the story is too short. If you were to compare this to New Vegas, yeah it's probably a bit shorter, but I wouldn't call this game short, it's a good length. Your hero was lost in space when a mad outlaw professor thawed him out of cryo sleep. He makes it your job to get the chemicals to revive your fellow colonists. After you do that, it's the end of the game. It does feel like an act one, especially for an Obsidian game. I went along with his plan, but an alternate playthrough can let you turn him in and work for the Board.

I give Obsidian credit, while the Board is our "bad guy", they aren't always cackling 80s businessman villains. Again in Edgewater, the company boss realizes the town's in a rough spot and he cares for his people. If they're production gets too low, the Board may decide to disown them and that means they're on their own in this wild world. Some workers may have crap jobs, but it's all they have and it keeps them fed and housed. Most of the people who defect from the corporation don't live long on these hostile worlds. At the end, so spoiler, we learn the Board is trying to make a plan to save the colony, by saving their own hides. This could've been a good rug pull moment for Obsidian. Maybe the Board has more selfless goals, but the only way they think to achieve them is by doing evil things. I think that's the twist they used in Fable 3?

As you achieve that goal, you help out other factions with little side quests, well big side quests. It feels very much like the last half of New Vegas where you have to go around & win everyone's allegiances. You can gain a positive reputation with other factions, but it never seems to amount to much outside of that planet. The fact I'm a friend of Spacer's Choice means nothing to the people on Monarch. That's another thing in regards to the theme, there's all these different companies, but the only one you really interact with is Spacer's Choice, the Dollar General of the galaxy.

Your spaceship you "inherent" is the Unreliable. With a name like that I was expecting another one of my favorite tropes, the ship/car that is always breaking down. I think it would've helped with character building to have one mission, a short one where you have an issue on the old rust bucket and you have to scurry around to fix it, hijinxs would ensue.

You pick up a few stragglers along the way that serve as your companions. They are one of the highlights of this game. They have interesting conversations in your ship and are a boon in a firefight. Pavarti is a fan favorite, she is your sweet, naive, mechanic and I did bring her around to most missions. I think she was a developer favorite too, cause she seems the most developed of them all. Ellie is an odd one. She's the one seen in the ads and in most games would serve as the "expected romance choice", like your Pipers, Sioras, or Mirandas. She's the sarcastic outlaw pirate, but also your ship's doctor. It's an odd mix cause she doesn't really act like a doctor. Granted that profession is explained in her companion quest. Vicar Max is the shotgun preacher, which is a favorite archetype of mine. Nyomi, Felix, and SAM are okay characters, but not the most memorable. They all interject themselves in dialogues occasionally, like Greedfall, but unlike Greedfall they feel forced. Ellie may add her 2 cents in a conversation, but then the NPC will keep on speaking like she doesn't exisit. It doesn't feel smooth.

There's no romance options in this game, which is a bold choice, but I like it. One thing I always groan at in RPGs is when they do that "power fantasy stuff" where NPCs go on about how great, wise, smart, caring, etc. you are. Here everyone is just banded together as a ragtag crew of misfit spacers. It does give a different dynamic to how you interact with the crew, and I actually found it more fun playing matchmaker in Pavarti's side quest.

All in all, this is a good game with some issues. It feels like the start of a unique world idea, but never fully commits to it. If they go with good ending as a canon ending, an Outer Worlds 2 would have to be set in a different colony. It's a good looking game with lots of hilarious moments and is worth most of it's praise.