Overall I think it'd give it a 7/10. I enjoyed it, but it never really grabbed me in the way something like fallout new Vegas did, and as this is by the same people I was expecting something of the same depth.
The quests, and volume of quests was excellent, and I loved the variety in the dialogue both in quests and from the companions, but the world just felt empty and dead to me, like they'd plotted out all these places, modelled them, then had no budget to flesh out most of the interiors.
That's a fair criticism. I think it definitely varies by area as to how fleshed out they feel. Hopefully the game's success means the upcoming DLC will have had plenty of time put into it (as it seems to be getting)
Based on pre-launch PR, The Outer Worlds was mooted as running at 1080p while docked and 720p in mobile mode. However, our findings suggest a typical 720p resolution while connected to your screen, with dynamic resolution dropping this lower on occasion. Meanwhile, 540p is typical and 384p seems to be the low point for portable play. There is none of the clarity and crispness you'd expect from the native resolution metrics suggested pre-launch, that's for sure.
This brings us to our next problem - pop-in. It's severe and it's constant. Textures and models alike are often slow to pop into existence to the point where it can take upwards of 10 seconds or more at points. When in its low detail state, it almost feels like you're running around Google Earth in Street View with partially loaded map detail. I also noticed instances where the entire game would pause to load, where the streaming system seemingly can't keep up.
Here's the thing, though. When you first boot up the game, these issues aren't too severe. At a cursory glance, initial play seems OK. However, the longer you play, the more you dig in, the worse it gets. It reminds me of the classic Rimlag issue on the PlayStation 3 version of Skyrim - the difference being it manifests a lot sooner. To ensure that this wasn't a hardware issue on my part, I tested the game on all four of my Switch consoles - using both SD card and internal NAND (which is typically a touch faster). The game behaved identically in all cases, so I'd expect the same experience elsewhere.
However, on top of the cuts, you do need to be prepared for dodgy performance. The game targets 30 frames per second, just like the other console versions, and while performance seems solid enough at first, the more you play, the more it falls apart. Basic traversal seems generally fine, as long as there isn't anything overly complex on-screen. However, combat - and especially combat in detailed environments - sees frame-rates drop to the low 20s or even to sub-20fps levels. This leads to basic playability problems and a general level of dissatisfaction with the experience. Only in the game's 'dungeon' style environments does performance hold up. Portable mode plays out much the same as docked, perhaps suggesting that The Outer Worlds has profound CPU-based limitations.
It was always going to be severely cut back visually to make it onto Switch, I don't think anyone would have expected otherwise, but some of what is shown in that video does look like they had to take things too far!
Comparing it against One X is a bit of a dick move though.
Visuals and performance are far from the most important factor in this kind of game, but I have to say that the art style and general look of the world was a real plus for me when I played it last year. Losing that to the degree that it seems they have in this port is definitely a blow.
I wasn’t expecting it to look as good as other versions of course but unless the rest of the game files do wonders for the visuals when it’s downloaded on launch day it looks really poor, we’ve seen great and good looking open world games on the Switch (BoTW and Witcher 3 for a couple of examples) so I don’t know why this looks quite so poor?