Kotaku

The Outer Worlds Will Rattle Your Idea Of A Perfect Planet

 

The very first quest in The Outer Worlds, Obsidian’s highly anticipated first-person RPG out October 25, asked me to make what felt like an impossible choice. On one side was a community of outsiders frustrated by corporate control. Their outpost was something like a worker’s paradise—they were well fed and mostly happy, surviving by relying on each other. I admired their leader, Adelaide, for the passion that she had for her people.

On the other side was the corporate-owned town they left, led by Reed Tobson, an idiot that didn’t seem to realize that asking his workers to only eat canned fish (for protein! ) led to the population being ravaged by plagues. Despite how much I hated Tobson, he was right that the people working for him suffered because of the workers that had abandoned the town to form their own community. I still don’t know if I did the right thing.

The choice I would make would destroy one of these two communities permanently. I managed to find an in-between option, which disbanded the outpost of deserters but also allowed for deep reforms in the town. I was satisfied with this for a short while, but when I got back to my ship, I saw that I’d received a bit of memorabilia from my adventure: a town sign. As I sidled up to examine it, its description told me that I had taught the deserters something important about their dream of a life without corporations: to never dream.

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