The Outer Worlds is alright, innit. It’s good fun. Sit back and let the orange and neon wash over you. Boo the cartoonishly evil corporations. Exhale through your nose at their Diet Toothpaste. I bet I’ll play it again, in fact. But you can tell it could have been great, if it had taken a few more risks.
Neo Cab is certainly strongly anti-corporate. I already agree with that, so I don’t know if Neo Cab has the power to change minds. But it does excel at capturing how messy things are becoming. How it can be difficult to know what the right thing to do even is. How some people have more breathing room to be ‘good’ than others.
The main thing preventing me from enjoying A Place For The Unwilling is that currently there are dozens of little things that don’t work quite the way they’re supposed to, and while they don’t exactly stop you from playing the game, they’re still bloody annoying.
So, it’s a game with two key strands that feel forced together when they don’t really work in tandem. I like both ingredients in theory, but they don’t coalesce successfully, like how a vinaigrette salad dressing will separate into oil and vinegar until you shake it up again.