Outer Worlds - title

Obsidian Entertainment's follow-up to Fallout: New Vegas was a hotly-anticipated game for me, but it's timed exclusivity on the Epic Game Store meant that I had to wait an extra year to play it. I probably could have gotten it on console. I didn't because I was worried about performance limitations, but I don't recall reading or hearing too many complaints, so maybe it was fine on consoles. Ah well, much like Outer Wilds, I may have ended up waiting unnecessarily long to play The Outer Worlds. Unlike Outer Wilds, The Outer Worlds is not the instant-classic that I had hoped it would be.

Here I come to save the worlds!

The early hours of Outer Worlds seemed promising enough. The game is based largely around the same factional conflicts that drive the plot of Fallout: New Vegas, with the player dropping into an unfamiliar situation, and solving the locals' problems in one of several ways. Most quests will require the player to chose sides in a conflict and fight the opposing side, unless you have high enough speech skills to negotiate some kind of peaceful solution.

This sort of stuff is, of course, the highlight of the game. The relationships between quest-giving characters and their respective factions are like little puzzles for the player to figure out -- puzzles that can be solved equally effectively with kind words, as they can be with a gun, or sometimes both a kind word and a gun. Outer Worlds rewards the player for doing that little extra bit of due diligence to complete an optional objective, or to hack that terminal to find some juicy bit of intel that I can use to sway an NPC to give you what you want.

Players also assemble a crew of companion characters, each with a strongly-defined role. Each companion provides buffs to certain player skills. Parvati provides a buff to engineering skills, Ellie provides a buff to medical skills, Max provides buffs to hacking, and other characters provide various combat skill and intimidation buffs. These buffs can stack together and get quite large too, especially after you take one or two perks to improve them. I hardly ever needed to use food or drugs to buff a skill because my companion characters almost always provided me with enough of a boost to get me through most quests.

Players create a crew of companion characters to go questing with you.

I was actually surprised at how early in the game I had recruited all possible crew member. All but one come off of the first world, and the final one can be acquired on an early game quest on another world.

Which companions I take on a particular quest is, therefore, important. I found it was a good idea to pay attention to the dialogue from quest-givers to get a better idea of what lies ahead for me in a given quest. It's also worthwhile to check out the quest log to get any insight on what I'm expected to do. Going on a "bug hunt"? I'll take my heavy-hitters like Nyoka or Felix. Need to hack my way into a derelict outpost and get it operational again? Take Parvati and Max. Need to rescue some colonists who are trapped in a cave? Take Ellie and Nyoka in case anyone needs medical attention.

Or at least, that's how it works in principle. Remember when I said that the game seems promising in the beginning? Well that's because the opening chapter of the game is a very well-constructed vertical slice of everything that Outer Worlds has to offer. The downside is that, unlike Fallout: New Vegas (which has a similarly excellent opening chapter that serves as a vertical slice preview of the whole game), the whole rest of The Outer Worlds is just the opening quests repeated several more times on different planets, and it never gets much harder or more surprising.

In practice, there weren't very many quests that required diverse skills. I only specifically remember having to treat an NPC's wounds twice, and one of those was at the very start of the game before I had Ellie in my party anyway. Even though I kept taking Parvati whenever I thought I was going to need to repair things, there were still only a handful of engineering checks, and I recall them all being relatively easy. Honestly, I found that quests seemed to be much more dominated by speech checks, and my companions were mostly just bullet sponges and pack mules.

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Star Trek: Lower Decks - title

It took me a while to get around to watching this one. After having been immensely disappointed and frustrated with both Star Trek: Discovery and Picard, I was not going to give CBS a single penny of my money. I still haven't watched the second season of Discovery (let alone the third), despite having heard that the second season is an improvement. In fact, I've been so bitter at CBS that I didn't even bother activating my account to stream the second season of Twilight Zone, even though the first season was good enough that I was curious to see the second season. I also didn't bother reactivating my CBS account to stream Star Trek: Lower Decks, even though my partner really wanted to watch it.

I was willing to cut a little more slack for Lower Decks, on the grounds that "surely an animated comedy will not be considered 'canon', so I don't have to take Lower Decks as seriously." But then I started seeing events, characters, and ships from Lower Decks showing up in articles on the Memory Alpha Star Trek wiki, and the thought of having to take Lower Decks seriously as canon tanked my interest in watching the show. I wouldn't be able to sit back and enjoy Lower Decks in the manner that I enjoy something like The Orville; I would have to watch it with my critic glasses on, and the baggage of expectations that comes with carrying the Star Trek torch.

I told my partner I didn't want to pay for CBS, so we would wait until all the episodes had aired, do the free trial with a new email address, and binge them all in like a weekend or something. And maybe I'd check out season 2 of Twilight Zone while I was at it. But we didn't keep track of the progress of the show, it fell onto the back-burner, and we just didn't get around to it.

Then, a few weeks ago, a friend offered to let me borrow his downloads of the show, as well as offering pretty high praise. My partner and I still wanted to give Lower Decks a chance, so I accepted, and we watched it.

... And it's ... fine. It's fine. It's OK.

The Best "Trek" that CBS has to offer?

Lower Decks is entertaining enough. It provides a decent laugh here and there. And it's actually telling some high-concept sci-fi stories -- albeit wrapped in a layer of absurdist comedy. As a stand-alone show, without the baggage of the "Star Trek" title, it's perfectly serviceable. It's not quite up to the level of The Orville -- at least not once The Orville had set aside the Family Guy antics and started focusing more on its characters and stories.

Star Trek - freighter
- ST: Animated Series "More Tribbles, More Troubles", episode 5
Star Trek: Lower Decks - NCC-502 freighter
- ST: Lower Decks "Terminal Provocations", season 1, episode 6
Lower Decks remains faithful to the aesthetic of Star Trek, while still establishing its own visual identity.

And you know what, as an official installment of Star Trek, Lower Decks ain't bad either. Lower Decks is certainly the best Star Trek show that CBS has created for its streaming service so far, and definitely [ironically] the most worthy of "canon" status.

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Tacoma - title

Here's another short sci-fi game from my Steam backlog. Tacoma is Fullbright's sci-fi follow up to its masterful walking sim Gone Home. This time around, instead of playing as a young girl discovering the secrets of your family, you play as an agent of a corporate conglomerate sent to retrieve the company's A.I. hard drive from a defunct space station in which an emergency threatened to kill the entire crew. Instead of reading notes and journal entries, you instead replay holographic representations of logs that the station's onboard A.I. recorded of conversations between the station's crew members.

You have to eavesdrop on recorded conversations as holograms move around the station.

The whole process is much more active and player-driven than the exposition of Gone Home (and other walking sims) because the holographic recordings of the characters move around the stations and converse in real time. You don't just walk into a room and read a conspicuously-placed note or listen to passive narration. You'll have to follow the characters between rooms, and keep track of multiple conversations at once as the characters come and go, and as they split up from large group meetings and start to have smaller, more private conversations. Each recording will usually have 2 or 3 independent conversation threads for you to follow. As you follow each character around, you'll also be spying on their personal text messages and emails.

This gives a greater sense of participation from the player (compared to many other walking sims) and provides a greater illusion that you are solving a mystery. That being said, there's nothing too challenging about finding and listening to all the possible conversations. They aren't elaborate puzzles that will take time to figure out. You just follow each character around the space and listen to them. It keeps the player interacting with the game space without ever applying a high bar for progress.

Don't expect to be stumped by the puzzles.

Without spoiling too much, there is only one ending, and you aren't going to be punished for not uncovering all the available evidence. The worst aspect of the game's "walkign sim" nature is that you're also never asked to apply any of the knowledge that you acquire from your investigations other than a handful of numeric combination codes for unlocking doors and the like. These codes are basically just progress gates to provide the illusion that the game has "puzzles", but the early exposure to these key codes will further encourage the player to snoop around more thoroughly for potential clues to future puzzles or progress gates. It isn't very intellectually challenging, but it does encourage the player to pay more attention.

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Event [0] - title

Continuing on through my years-old backlog of indie Steam games, I moved away from Bloober Team games, but stuck with the sci-fi genre and played one of the most innovative games from 2016. I may be five years late to this one, but Event [0] is still a unique sci-fi mystery game that no other developers seem to have tried to emulate. As such, the game still holds up quite well.

The central premise here is that you find yourself in an abandoned space station in orbit around Jupiter. Your only companion is an onboard A.I. named Kaizen who talks to you through text on computer terminals scattered throughout the small station. The gimmick here is that all your interactions with Kaizen are handled by typing questions or commands into the computer terminals using your keyboard. The game uses some natural speech recognition algorithms to parse your text, interpret its meaning, and compose an appropriate response for Kaizen. It's like installing CleverBot into your game as an NPC.

The only other character is the possibly-malfunctioning onboard A.I., who you can type questions or commands to.

Even 5 years later, it's still a wholly unique way of interacting with an in-game NPC, and Kaizen comes off as being fairly believable. It certainly helps that the developers decided to make Kaizen an A.I. character instead of a human NPC, since it makes your interactions with Kaizen feel a bit more natural and believable. And when Kaizen gives a nonsensical response, it's easy to chalk it up to it being a malfunctioning A.I..

You are expected to explore the space station, investigating the environment for clues, and asking Kaizen questions to help you unravel the mystery of what happened to the crew of the station. The station only has a handful of rooms, and only had [I think] 3 crew members on it, so it doesn't take long to figure out what happened. In fact, the whole game is playable within about 2 or 3 hours, and repeat play throughs (to get alternate endings or whatever) can be completed in an hour or less.

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Outer Wilds - title

I refuse to give money to Epic,
and waited for Steam release.

Outer Wilds was one of my most anticipated games in 2019. As such, it was immensely disappointing that it became a timed exclusive for the Epic Games Store. I have a lot of issues with how Epic Games runs its business, and with the ethics (or lack thereof) of the company, and so I refuse to give them a single penny of my money. Our daughter plays Fortnite with her friends, and we're not going to disallow her from doing such (and besides, her socialization options were incredibly limited during the COVID-19 pandemic lockdown, and I think playing Fortnite stopped her from going stir crazy). But I've told her that the first time she asks me for money to buy V-Bucks, it will be the last time she plays the game.

I could have bought Outer Wilds on PS4 a year ago, but it just looked like the kind of game that would be better experienced on PC. I've been burned enough times by Bethesda RPGs that I'm always skeptical of a console's ability to adequately run a game with a world of the scope and comlexity of Outer Wilds. So I bit the bullet and waited the year for the game to release on Steam.

The opening screen recommended the use of a game pad, and I obligingly started using my PS4 controller on my second play session. And I've read that the game ran just fine on consoles. So I guess I could have spared myself the wait and just played on PS4 from the start. Ah well, live and learn.

Outer Wilds plays best with a controller anyway, so there was no need for me to pass up the console release.

Now to go back to finishing Fallout: New Vegas while I await the Steam release of The Outer Worlds...

Knowledge is your upgrade

Readers of my blog know that I'm not a huge fan of most open world games. The sandboxy nature of those games tends to lead to stagnant stories and worlds that feel ironically dead. They also tend to be full to the brim of monotonous copy-pasted content that becomes a drag to play.

Outer Wilds offers an entire solar system as an open world sandbox for you to explore. Granted, the scale of this solar system is considerably shrunk down in order to accommodate a game, such that an entire planet is about as big as a small neighborhood, and the different planets are only a few kilometers apart from one another. It's fine. It works well enough with the game's cartoony aesthetic style.

You have an entire toy solar system to play in.

What's important though, is how rich with detail and intrigue this world solar system is. Nothing looks or feels copy-pasted. Every nook and cranny of the map contains something new that you haven't seen before. On top of that, the map is positively dynamic!

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A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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