Cyberpunk 2077, The Outer Worlds, and Mainstream Sci-fi Games’ Lack of Imagination

Science fiction has great potential to help people reimagine the possibilities of the world. However, the constraints put in place on the medium of videogames, and specifically the genre of action role-playing, can severely limit those possibilities. Games set in the future struggle to demonstrate radical solutions to the institutions and structures they critique and satirize because of the audience’s expectations of mainstream games and the financial expectations foisted on them by their outsized budgets. For example: The Outer Worlds and Cyberpunk 2077 are two action-RPGs set in dystopian futures where the player can only rock the boat so much.
Released in 2019, The Outer Worlds comes from Obsidian, the studio of former Interplay/Black Isle Studios developers behind Star Wars: Knights of the Old Republic II – The Sith Lords, Fallout: New Vegas, and Pillars of Eternity. It is set in a future where antitrust laws were never passed in the U.S. in the early 20th century, so—going into the 24th century—they own the name, licensing, and governing rights of entire planets and star systems. The Outer Worlds takes place in the atom-punk world of the Halcyon solar system colony, where the Halcyon Holdings Board of Directors (the CEOs of the major corporations operating in the system) govern everything.
The aesthetic seems a bit like if that of Fallout was applied to a different sort of sci-fi future, though arguably there’s some Bioshock in there as well. Before I played the game, I thought it was like ‘if the Fallout people made Mass Effect,’ but aside from some broad similarities around space exploration and the existence of party members, they’re very different sorts of games, even within the action RPG genre space. This spacey aesthetic represents an alternate strand of retro-futurism to that of Fallout or Bioshock, showcasing the anxiety of unfettered capitalism embodied in the cyberpunk genre applied to a narrative that is less brooding and more whimsical in its visual and verbal satire, and in a setting where corporations are even more in control. Corporations don’t even need to control the state in The Outer Worlds because they’ve effectively become it. The player character has been in cryo-sleep for 70 years on one of two ships sent to colonize the Halcyon system—the other, the Groundbreaker, is now an independent citadel orbiting the sun—and is awakened by a mad scientist that wants to save the colony, whom the Board have named a terrorist.
In the introductory parts of the planet of Terra 2, players can choose either the Spacer’s Choice company (and the Edgewater Settlement) or the anarchist break-away group known as The Deserters (and the Botanical Labs north of Edgewater). The game is bold in its decision making here by forcing players to make a clear choice; direct resources to one and slowly kill the other. It is empowering and the moment has gravity because only one faction makes it through intact; members of the other group will have to join or die. After making it through the independent space station colony of the Groundbreaker, where you first meet the pirate corporation SubLight Salvage & Shipping, the next planet is Monarch (formerly Terra 1), where three settlements house three factions. Monarch Stellar Industries are a reformist corporation pushed out of the board located in Stellar Bay, the Iconoclasts are a religious anarchic set operating out of Amber Heights, and the SubLight salvage network is in Fallbrook, an outlaw town where the rich come to play.
While Terra 2 presents players with the choice to support the company town or the breakaway anarchist sect, the optimal solution on Monarch is to get the Iconoclasts and the company town to reunite because of resource reasons so that the company town can try to change the Board “from the inside.” Sublight figures into other quests on the planet, but not into this decision.
Players also meet a young troublemaker on the Groundbreaker that can join the crew. He aspires to join rebels on the planet Scylla. The leader there sends you to kill a deserter, who reveals that the rebel leader is a privateer for the Board who kills anyone that finds out he’s a mercenary (a beat similar but not identical to the discovery that the leader of the Stormcloaks in Skyrim was at one point a Thalmor asset). Leading up to this resolution, when asked about the alleged deserter’s whereabouts, his ex-wife tells the player character that anyone talking about a revolution is probably trying to sell you something. Characters within the world maintaining a cynical perspective is not a storytelling failure. It is nonetheless remarkable, if not entirely unrealistic, that two of the major breakaway leaders aspiring to live in a better world turn out to be frauds.