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Review: The Outer Worlds 2

As mentioned, I recently completed The Outer Worlds 2 (TOW2) after about 70 hours of playing. There is a lot of like about TOW2, especially in comparison to the original game, but there is an equal (or greater) amount of terrible game design. Moreover, for all the news articles extolling Obsidian’s return to Fallout: New Vegas form with this title, I see regression at best. And, seriously guys, it’s been 15 years.

It really is a good-looking game.

First, the good stuff. The game is gorgeous, maps are large, the skyboxes interesting. One of my criticisms from the first game was that interior spaces felt generic and cut & paste in the “let’s pretend it was on purpose because modular sci-fi habitats” kind of way. Thankfully, TOW2 feels much more diverse and detailed. There is still a definite lack of something that the aging Bethesda Gameybro Engine is able to evoke, but it is worlds better than before. Also, the act of traversing the landscape itself feels great, with double-jumping and auto-vaulting on par or better than with Avowed.

Gunplay and collecting bits and bobs out in the world is also much improved. There are baseball-esque cards sprinkled around everywhere that grant you +1% critical hit chance (etc), which makes exploration more exciting. The world is populated with many junk items that can be broken down into crafting components and then turned into ammo or mods. The original game featured a punishing repair/tinker system that drained you of resources; this one lets you use whatever guns or armor you want (for the most part) straight into the endgame.

Where the game falls apart for me is with the Skill Checks, and a broader fetishization of “choices matter” when they really do not.

Lacking a bit of, uh, gravitas.

Before I begin, there is one aspect of Skills I do want to give Obsidian credit for: they solved the combat vs social skills dilemma. In almost every RPG I have played, allocating a limited amount of points into something like Speech meant you were radically weaker than someone who put them in Guns. Broadly speaking, that is not the case in TOW2. Each point is Speech gives you a +10% damage bonus against Human targets. There is further a Perk called Space Ranger that gives you a 2.5% damage bonus against all targets for every level of Speech you have. While that is not as good as an unconditional 10% per Guns level, it no longer feels as though you need to gimp your character in order to talk to characters in an RPG.

But, see… that’s just the thing. This is a game of “choices” which is governed almost exclusively by Skill checks. In the original game, you could respec, wear gear with Skill bonuses, or even take certain companions with you to achieve certain Skill thresholds. Not anymore. You are hard-capped at level 30, meaning you can have three Skills at 20 with maybe two points elsewhere; two Skills at 20 with a few more at scattered about; or a single 20 Skill and a more even distribution across a few interesting ones. Obsidian devs have said they wanted players’ “choices to matter” and for players to commit to mistakes. Choices made… where? On the character page, prior to knowing anything about the rest of the game? Something like the very meaningful choice between Lockpicking 5 and Lockpicking 6?

The end result is this nonsense:

mEaNiNgFuL cHoIcEs

I spent the last third of the game with 17 unallocated Skill points, and 5 unchosen Perks. This is an epic game design fail on all sorts of levels. For a start, it illustrates how easily I was able to forgo 170% extra gun damage and still breeze through the game (on Normal). Indeed, my “build” was capable of one-shotting every non-boss enemy in the game from stealth… with zero points in Sneak. Second, it makes a mockery of “commitment and/or consequence” seeing as how I was easily able to pop into the character menu and become an expert of any relevant Skill as needed. Finally, it demonstrates how boring the capstone Perks (ones requiring 20 points in X) were, that I was completely unmoved to commit the Skills points needed to get there. As a matter of fact, almost none of the Perks were especially relevant or impactful, which is crazy considering there are 90 of them.

Now, as pointed out in my Tips post, you don’t actually have to max out Skills to avail yourself of all the most meaningful options. You wouldn’t know that while playing the game though, which is part of the problem. A lack of meaningful information precludes a meaningful choice. Would you still choose to get to Speech 20 if you knew Speech 9 was good enough for the kumbaya ending? Or, honestly, Speech 5 considering how odious one of the factions ends up being. And if Speech 5 is good enough, why do we need Speech to be the determining factor in the decisions our character makes at all?

This tone fits this situation a bit better.

“It’s an RPG.” So are Mass Effect and Dragon Age: Origins. Is a game only an RPG if you have to put points in a Speech skill in order to make decisions? That sounds more like a Roll-playing game, amirite.

Having said all that, a lot of this is moot because the overall narrative of TOW2 is weak. The game starts off fairly strong with a much more consistent tone than the original. You learn about Auntie’s Choice, the ultra-capitalistic caricature of corporations from the first game, and then interact with the Protectorate, the ultra-authoritarian, brainwashing, jobs-assigned-at-birth and report-your-family-members bad guys. Later, you meet the Order, who represent scientists who use math and probability to predict the future. But then the Protectorate becomes generic antagonists and you just have Auntie’s Choice and the Order to play off one another and I could not be less interested. The vaunted, hard-hitting choices from the makers of Fallout: New Vegas boil down to who you want to attack you on sight for not taking them to prom. With a high enough Speech skill, you can take them both. Whee.

Maybe that is reductionist. All I know is that I played through all the faction quests and did not once feel a spec of moral gravity. Compare that to interacting with Caesar’s Legion, NCR, House, or going it alone in New Vegas. The companion quests in TOW2 did fare better than the main story, but it is one of those situations in which you sort of question why the writers are hiding the light under the bushel of characters you technically don’t even have to recruit. Maybe that’s what they mean by choice? Then again, that’s sort of like saying you’re making meaningful choices by not playing the game.

…which I may ultimately recommend.

Why yes, I’m one-shotting an enemy with 2500+ HP with a Sneakless Sneak Attack.

In the final analysis, I did end up playing The Outer Worlds 2 to conclusion after 70 hours, so there’s something there. By the end of the utter slog that is the third act though – especially when Obsidian goes full Starfield with forcing you to fast travel across planets via 10 loading screens to talk to NPCs – all I could really think about is how much better Avowed was in comparison.

And I didn’t really like Avowed. At least it had respecs though.

I Get No Respec

The Outer Worlds 2’s game director believes implementing 90+ perks with no respec option will lead to role-playing consequences.

“There’s a lot of times where you’ll see games where they allow infinite respec, and at that point I’m not really role-playing a character, because I’m jumping between — well my guy is a really great assassin that snipes from long range, and then oh, y’know, now I’m going to be a speech person, then respec again, and it’s like–” […]

“We want to respect people’s time and for me in a role-playing game this is respecting somebody’s time,” Adler argues. “Saying your choices matter, so take that seriously – and we’re going to respect that by making sure that we give you cool reactivity for those choices that you’re making. That’s respecting your time.

Nah, dawg, having an exit strategy for designer hubris and incompetence is respecting my time.

Imagine starting up Cyberpunk 2077 on launch day and wanting to role-play a knife-throwing guy… and then being stuck for 14 months (until patch 1.5) before the designers get around to fixing the problem of having included knife-throwing abilities with no way to retrieve the knives. As in, whatever you threw – which could have been a Legendary knife! – just evaporated into the ether. Or if you dedicated yourself to be a Tech-based weapon user only to find out the capstone ability that allows tech-based weapons to ignore enemy armor does nothing because enemies didn’t actually have an armor attribute. Or that crafting anything in general is an insane waste of time, assuming you didn’t want to just print infinite amounts of currency to purchase better-than-you-can-craft items.

Or how about in the original release Deus Ex: Human Revolution when you go down the hacking/sneaking route. Only… surprise! There are boss fights in which hacking/sneaking is useless. Very nice role-playing consequences there. Devs eventually fixed this two years later.

The Outer Worlds 2 will not be released in a balanced state; practically no game is, much less ones directed by apparent morons. Undoubtedly we will get the option for inane perks like +50% Explosive Damage without any information about how 99% of the endgame foes will have resistances to Explosive Damage or whatever. In the strictest (and dumbest) interpretation I suppose you could argue that “role-playing” an inept demolition man is still a meaningful choice. But is it really a meaningful choice when you have to trap players into making it? If players wanted a harder time, they could always increase the game difficulty or intentionally play poorly.

Which honestly gets to the heart of the matter: who are you doing this for? Not actual role-players, because guess what… they can (and should) just ignore the ability to respec even if it is available. Commitment is kind of their whole schtick, is it not? No, this reeks of old-school elitist game dev bullshit that was pulled from the garbage bin of history and proudly mounted over the fireplace.

But I’ll tell you, not every game is for every single person. Sometimes you have to pick a lane.” 

And yet out of all the available options, you picked the dumbass lane.

It’s funny, because normally I am one to admire a game developer sticking to their strong vision for a particular game. You would never get a Dark Souls or Death Stranding designed by a committee. But by specifically presenting the arguments he did, it is clear to me that “no respecs” is not actually a vision, it’s an absurdist pet peeve. Obsidian is going to give us “cool reactivity” for the choices we make? You mean like… what? If I choose the Bullets Cause Bleed perk my character will say “I’ll make them bleed”? Or my party members will openly worry that I will blow everyone up when I pick the Explosion Damage+ perk? You can’t see it, but I’m pressing X to Doubt.

[Fake Edit]

I just came across developer interviews on Flaws and Character Building. Flaws are bonus/penalty choices you get presented with after a specific criteria is met during gameplay. One example was Sungazer, where you after looking at the sun too many times, you can choose permanent vision damage (bloom and/or lens flair all the time), +100% ranged damage spread, but you can passively heal to 50% HP when outside in the daytime. The other is Foot-In-Mouth where if the game notices you quickly breezing through dialog options, you can opt to get a permanent +15% XP gain in exchange for only having a 15-second timer to make dialog options, after which everything is picked randomly.

While those are probably supposed to be “fun” and goofy examples, this is exactly the sort of shit I was talking about. Sungazer is obviously not something a ranged character would ever select, but suppose I was already committing to a melee build. OK… how often will I be outside? Does the healing work even in combat? How expensive/rare are healing items going to be? Will the final dungeon be, well, a dungeon? I doubt potentially ruining the visuals for the entire rest of the game will ever be worth it – and we can’t know how bad that’s going to be until we experience it! – but even if that portion was removed, I would still need more information before I could call that a meaningful choice.

“Life is full of meaningful choices with imperfect information.” Yeah, no, there’s a difference between imperfect information because the information is unknowable and when the devs know exactly how they planned the rest of the game to go. Letting players specialize in poison damage and then making all bosses immune to poison is called a Noob Trap.

The second video touches more directly on respecs and choices, and… it’s pretty bad. They do their best and everything sounds fine up until the last thirty seconds or so.

Yes, you can experiment and play with it a bit. And you may find something… ‘I try this out and I don’t really like it too much’ you know… you might load a save. You might want to do something different, you might try a different playthrough.

This was right after the other guy was suggesting that if you discover you like using Gadgets (instead of whatever you were doing previously), your now-wasted skill points are “part of your story, part of your experience that no one else had.” Oh, you mean like part of my bad experience that can be avoided by seeing other players warning me that X Skill is useless in the endgame or that Y Skill doesn’t work like it says it does in-game?

Ultimately, none of this is going to matter much, of course. There will be a respec mod out there on Day 1 and the mEaNiNgFuL cHoIcEs crowd will get what they want, those who can mod will get what we want, and everyone else just kind of gets fucked by asinine developers who feel like they know better than the ones who made Baldur’s Gate 3, Cyberpunk 2077, Elden Ring, and Witcher 3.