Outer Worlds 2 Review: Solid Shooting In A Story That Falls Short
Briefly

Outer Worlds 2 Review: Solid Shooting In A Story That Falls Short
"Heir to the tradition of not just The Outer Worlds , but also first-person action RPGs like Obsidian's own Fallout: New Vegas , The Outer Worlds 2 presents the Commander as a blank slate for the player to mold to her preference. This extends from physical customization options and a set of loosely sketched character backgrounds-a professor or ex-convict, for instance-to a variety of personal attributes and attending skills."
"Each planet contains vistas resembling the covers of pulp sci-fi paperbacks. Whether a forested planet, where the broad red leaves of trees contrast with green mountains and purple flowers, or a broken-down art deco train station overlooking rocky canyons, with spears of rocky mineral deposits jutting from its ground, the vibrant, sometimes garish colors of the game's environments are a consistent highlight."
The Commander serves as a blank slate with physical customization, loosely sketched backgrounds, and a range of skills such as sneaking, hacking, lockpicking, and persuasion. Gameplay follows established first-person action RPG patterns: exploring natural and urban landscapes, crafting and collecting, accepting quests from NPCs, recruiting companions, and combat encounters with experience points and incidental town dialogue. The overarching plot exists but often feels secondary to exploration and side activities. Visual design emphasizes pulp sci-fi aesthetics with vivid, sometimes garish color palettes across diverse planetary biomes and coherent architectural themes in military and research installations.
Read at Kotaku
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