Finished around half of the game (this includes side quests), so here's my two cents:
It is obvious that 'The Outer Worlds' was developed during Obsidians most troubled times - Chris Avellone left, several projects got cancelled earlier did the financial harm that like boumerang hits them in the back again and again. And a good chunk of resources and creative power went to Pillars sequel (that later proven to be in vain again). So despite TOW being Tim and Leonards planned ambitious 2nd New Vegas dream project they went to develop behind closed from the rest of the world doors, they're still limited in what they can afford to make and add to the game. So I went into TOW expecting to forgive and look past alot of flaws just because Tim is back in action. But nope, the result is pretty polished (for Obsidian) but Biowarian tier non-interesting, for the lack of better non
Fluent -triggering word, mediocrity so far. At least for a "seasoned" player who at least finished Fallout 1-2, games by Troika and major Obsidian titles.
Character models and facial animations are one step about New Vegas (i.e. closer to New Vegas Redesigned V3 in visual quality), better but not really exceptional. They do get the job done that is. The rest of the game is alot more concerning. TOW doesn't really feel like the project carried by Tim Cain and Leonard Boyarsky from Troika Games times apart from decadent world, sad violins in ambient and 2D art. The cities, space station and interiors overall are built by a good mapper and look fine. The worldspaces are the mix of pre-generated planet from No Man's Sky and ME: Andromeda and can't compete with post-post-apocalyptic landscapes of Fallout: New Vegas, the post-apoc landscapes of Fallout 3 and 4 are out of TOW's league, they're this bad. Everything behind city walls is colourful gruel with either green or, in the case of Monarch, your vomits tint. The only way we can understand that these landscapes supposed to be another planets are mushrooms imported from Morrowind and stone textures. Creatures all look like something that was in Fallout before, all those giant insects from Monarch are 1-to-1 mantisses only giant. Gorillas look like a mutant from Fallout 76. Too bad developers didn't have to actually work on alien life forms like Bioware did on Mass Effect. This game is supposed to be about "Outer" worlds after all. Too bad these worlds only exist for the storyline about hibernated colonists, lookes like a wasted potential. Say, have ever confused Brotherhood of Steel for an Enclave? Or NCR for Ceaser's Legion? I sure didn't, they look like two distinct factions. The armor and uniform for supposedly different corporations in TOW, on the other hand, looks so samey I always miss maradeurs with corpos and maradeurs from other planets. I'm sure this will bite my ass in the endgame when factions finally intervene.
There was nothing interesting to find and worth exploring so far so the one thing that catched by attention is the roleplaying system. So who was that guy who thought that giving the player the ability to add one skill point to three skills from one category is a good idea? Even though this only lasts until 50 points is reached, the first half of TOW makes your character look like a bethesda's universal solider that can lie/deceive/persuade all in one dialogue rather than a character from Fallout. Yes, Fallout is also flawed and lets you finish many quests by speech and lockpicking but it wasn't that bad there, classic skill distribution is more limiting. The holographic disguise is just streamlined disguise system from New Vegas and another stealth+speech skill abuse. This is nothing like, say, REPCONN HQ from FNV where you have to collect key cards, read computers, use the information and add your own profile to the system to avoid disclosure. The perks are generic and mostly useless. The ones that useful (like +50 to carry weight or slo-mo related ones) will be taken anyway and the given bonuses are way too good to miss. This make the flaw system strange. Why would I accept a permanent debuff in fight with a creature of +25% of damage of certain type in favor of 1 perk point if they mostly useless? Barter is dead on arrival, ammo is plenty, loot is generic and mostly useless apart from consumables, there's always a better gun and armor lying behind a secret corner. You'll only need to buy lockpick magnets and adrenos for healing. Money is only useful for bribes during quests.
The writing sucks so far. I don't really like the "filigree" touche on the names of consumables, creatures and corporate brands personally. The story sucks so far. Every single planet has the decadent colony that falls apart on independent settlements and the player has to take one or another side. The preferred one is of course independent settlement that always has their own bright minds that can grow food other than saltuna. The question raised pretty quickly - why do we ever need these bright minds in hibernation if colonies can manage on their own? Why corporations don't want to defrost the new arrivals if they can potentially save their positions? Will there be an answer, does anybody know? I really want to know, because I haven't really met any that bad and evil character in a position of power, just mildly incompetent that just waits to be replaced.
Still, better than Greedfall so far.