Finished TOW. Took me 31 hours. As I expected, it did not overstay its welcome.
I did all the quests I could find, except for the Byzantium clothes shop one, it was too retarded for my taste. I think I managed to get one of the best possible endings, with the exception of Edgewater (supporting the rebel camp in the botanical laboratory might not have been the brightest idea).
My opinion of the game? Still, unoffensively mediocre. There are really good locations (Monarch), instances of brilliant writing (on board of Hope, reading the logs describing the horror of the crew gave me genuine shivers), several nice companions (Parvati, Vicar, SAM), the story, which for the most part is quite unfocused and directionless, finally starts finding a bit serious tone and making sense during the late game. Too bad that for the most parts its completely irrelevant, most quests were FedEx in nature, and the RP mechanics felt not utilized enough.
The character builds weren't really meaningful. I did not invest much into stealth, and yet I could go unnoticed through entire locations with the combinanation of medium stealth, cloaking device and high persuation. Combat, except for the Tartarus and several Mantiqueens on Monarch was pretty easy (completed the game on hard, I don't care for save restrictions). Talking skills were basically a win button. As many of my predecessors stated, itemizations sucks. I rarely used unique weapons, because the regular ones, which could be upgraded and modified were simply much better. Due to lacking itemization, explorations suffers too. It's nice to reach hidden places and uncover concealed stashes of items... but usually it was just more junk for your already increasing collection.
Is it Fallout New Vegas reborn? Not really. It only felt like New Vegas a bit around Edgewater (due to similar music). The game is something different. The scope is much humbler. Instead of open world, we get several locations of varying size and style. What connects those locations is the central hub - space vessel the Unreliable, Ebon Hawk of the millenial generation. The structure of the game is linear and can be divided into chapters, in which you uncover ways to reach new locations and push the story forward. it's certainly less ambitious than previous projects of Obsidian - perhaps due to lessons learned from past mistakes. Thanks to the limited scope the game is much more polished and the Obsidian's curse of buggy releases has finally been lifted. But it is for the better? Wasn't the price of the polish too steep? After all, the price was: lack of ambition to strive for something greater.
If I had to rate it,I'd give it 7.5/10. Slightly higher than Greedfall, because TOW is more conscious of its limitations and does not try to play above its league. It is a pretty little game, quite simple and easy, a good entry point for new fans of cRPGs. I hope that after finishing this game they will also try older Obsidian titles and decide to take their chances with FNV.
I had my fun, but dreamed of something more. And more interesting. Even if less stable. IMO that would be a price worth paying.