After a little under a year, The Outer Worlds releases its first DLC: Peril on Gorgon. Is it worth the fifteen dollar entry fee, or should you pass on this trip?
The Outer Worlds: Peril on Gorgon Review
Peril on Gorgon begins with you traveling on your ship to a new area. A delivery service hails you in space, and a package is dropped onto your ship. You open up the box, and there is a served arm with a message referring to a place called Gorgon. When you arrive, you meet with Wilhelmina Ambrose, who says she has a job for you. Gorgon was hers to inherit when her mother passed, but things have gotten a little complicated. What follows is a roughly six to eight hour adventure dealing with the area.
The problem Wilhelmina is having is that there was a new drug being produced on Gorgon. This drug turned 90% of the population into what are called Marauders. You can think of them as more potent versions of bandits and raiders. They have lost all sense of reason, and getting the formula for the drug has been complicated. As you explore Gorgon and read logs and terminals, you realize not all is as it seems. The deeper you dive, the more interesting it gets. In the end, you choose what to do with the Gorgon drug.
Combat hasn’t changed all that much from the base game. I will say I think they got a little lazy with the ranged weapons; I got a new laser rifle, which was just a MK3 instead of a MK2. There is some new armor and melee weapons though, and a few upgraded mods as well. The same can be said about the enemies. Most of them are just new color schemes, bigger versions, or more armored versions of previous enemies. It all works, but it is something I noticed pretty quickly.
While Gorgon is a pretty big place, there isn’t a ton of side content. There are some journals to collect and a few side quests to do, but it dries up fast. You are even sent to an old area once to complete a quest. The one thing that does stand out is its choices. It does feel like most of the options can help or hurt you in one way or another. Getting that extra keycard from the doctor will get you into his workroom. Alternatively, you can make him made and have to fight off the robots protecting his office. Both options are viable; it just comes down to how you want to handle the situation.
One big thing to note is that you can’t start this DLC until a later point in the story. New saves will have players working their way to Gorgon. The more significant issue is if you only save is at the point of no return. I had multiple saves, but my end game save couldn’t leave the spot I was at. Beating the game only brought me back to the main menu. Basically, I couldn’t access the DLC on that save file. That means if you only have one save and you are at the point of no return, you won’t be able to play until it is patched. Outside of that though, there were no bugs or crashes.
Fans of The Outer Worlds will be happy with Peril on Gorgon. However, for anyone else, fifteen dollars is far too steep of an asking price.
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from GamersHeroes http://www.gamersheroes.com/honest-game-reviews/the-outer-worlds-peril-on-gorgon-review/