The Outer Worlds is a game that seems to have been made with a lot of love but not enough money, and I think I was, unfortunately, fundamentally predisposed to dislike it.
For one, I've played a thousand plus hours of Fallout and Elder Scrolls games. Hell, I probably racked up a thousand hours on Oblivion alone, and at least 100 on all the others. Despite being made in 2019 this does absolutely nothing to push that style of first-person western RPG forward and doesn't distinguish itself from what came before other than having an ever-so-slightly-different retro-future aesthetic than Fallout and a much smaller scope (which seems to be the main criticism, even by those who enjoyed it, so that's hardly a positive distinction). It's "another one of those," with all the minutiae you remember. People's faces still zoom way the fuck in when you talk to them, dialogue options are still displayed as a list of full sentences in a massive translucent text box on the bottom half of the screen. I mean, who does that anymore? It's just far too familiar to like five other games I put a ton of time into already and am burnt out on, even though it's been years since I've played one, and it feels incredibly dated because there's zero innovation or originality here.
That isn't inherently a bad thing mind you, and for many it seems to be no issue at all, but for me it became a deal-breaker, just as it was when Fallout 4 came out, try as I did to enjoy that game, and that's arguably even more innovative than this is since it has base building (that I didn't really enjoy, but hey, at least they were trying?). If Elder Scrolls 6 ever actually comes out and it's as similar to the last two Elder Scrolls games as this is to Fallout 3/New Vegas I'll probably have trouble getting into that too, even though at one point in time I would have said Oblivion is one of my favorite games ever. Innovation is important. Novelty is important. Discovering and learning new mechanics is important. Simply serving up new content on top of tired old paradigms everyone's already intimately familiar with won't work forever, at least not for everyone. Look at the lows Zelda sank to before Breath of the Wild came out if you don't believe me. I know Twilight Princess and Skyward Sword have their defenders, as does this game, but the majority were begging for a change to the formula.
Another issue is that I was a very different person when I played those games than I am now. I was still a teenager When Oblivion and Fallout 3 came out. At 20/21 I started to get into reading in a big way, and it's long overtaken gaming as my primary hobby. I'd say I'm like 70/30 reading/gaming now. The result is that video games held up primarily by their writing don't impress me anymore, since even the best written video games are still absolute amateur hour compared to a good book.
People like to say video game writing is good now, but that's really only in comparison to how shit it was in the past. It's serviceable now, that's the appropriate word. Nowadays the big games that actually care about their story hit that "good enough," Marvel movie level of writing much more often than they don't, and that's great, that's certainly progress, but it's not actually great writing, and does not do a good job selling me on why I should be playing this instead of a reading a book or playing a game that actually focuses on its gameplay and mechanics.
As time goes on I become less and less interested in games with a primary focus on story that have a bunch of cutscenes and trite dialogue to button through and much more interested in games which have innovative or enjoyable gameplay, put my skill/intelligence to the test, or tell their story in a way that is very specific to the medium of video games and wouldn't work well in a book (The Beginner's Guide, for instance). I have to imagine that's partially why this game did not land as well with me as Fallout 3 did even though if you compared them side by side now this is almost certainly the better game of the two.
Speaking of writing, I found the overall tone of the game to be pretty fucking lame. The anti capitalism jokes got old fast, there just wasn't any bite or wit to them for the most part. BioShock handled this theme far better thirteen years ago, and I'm not saying that from a position of nostalgia since I played it for the first time last year (turns out it's one of the best games ever made and I should've played it a long time ago).
The game's goofiness took away from the way too serious character moments they were trying to have and they all fell pretty flat for me, but the game isn't quite ridiculous ENOUGH to actually be entertaining the majority of the time. I'm pretty sure Vicar Max's drug induced spiritual awakening is the only audible chuckle the game got out of me.
It felt bland, like they couldn't pick a tonal direction and fully commit to it, and later found out that's more or less exactly what happened. I watched NoClip's docuseries on the game and one of the leads said it was important to have a balance and not get too goofy or too serious, which is such a tepid, risk-averse stance to take. Middle-grounds aren't very interesting, generally, but they sure are easy to get large teams of developers and risk-averse publishers to agree to!
If you ask me, one of the reasons BioShock worked so well is it plays everything SO straight and serious. None of the characters have their tongue in their cheek at all. Andrew Ryan believes every insane fucking word that comes out of his mouth and the world around him takes it seriously, too. It's played so straight some players didn't catch the satire and bought into objectivism as a good idea, in the same way that many dumbasses watched Fight Club back in the day and took Tyler Durden's destructive, hypermasculine ideas seriously and wanted to start their own fight clubs and "tear down this emasculating society, man," rather than realizing the entire thing is a fucking farce written by a gay man to poke fun at the pathetic straight male anger we're still, unfortunately, dealing with in society today (The New Yorker article "The Men Who Still Love Fight Club" is a good, short read btw).
Anyway, I digress. What I'm getting at is the humor in BioShock is implied by the disconnect between the world the player actually lives in and the one they're virtually inhabiting, rather than the writers winking and nodding at the player through their characters, who in the fiction of Outer Worlds are not in on the joke at all, but the way the dialogue is written and voiced definitely makes it seem like they are, which became a grating disconnect for me by the end.
So...yeah. It's probably a good game? Idk. A whole lot of people seem to like it and it exceeded Obsidian's sales expectations, so I'm happy for them. KOTOR II is one of my favorite games ever, always glad to see them doing well. It's just not for me at all, I found the whole experience tedious and unsatisfying. Instead of serious philosophical themes like KOTOR II, there are instead pat anti-capitalism jokes. There's no challenge either mental or physical, no crazy new mechanics to wrap your head around, no real gameplay complexity at all for what is supposedly an RPG. The entire game really is nothing more than going through overly familiar motions to see the plot and character beats play out, which never impressed me at all. Although, again, I probably have much higher standards than the average gamer in that regard since the average gamer probably doesn't read very much, if I had to guess. The only reason I even finished it was because of how crazy short it is, so perhaps, at least for me, the short length IS a positive aspect of the game?