
When it comes to the looks and sounds of Peril on Gorgon, I really have no major complaints. I upped the difficulty to ‘Hard’ to add a bit of ‘survivalist’ spice to what otherwise amounts to a fairly easy, mindless, run-and-gun RPG, and, along with everything else I’ve briefly highlighted, it turned my time on Gorgon into an experience that was as enjoyable and memorable as any other moment that I can recall from The Outer Worlds. Offering completionists 10-15 hours of fresh content, it’s fun to test out new weaponry, unlock previously unavailable perks, and learn about the lives of those struggling to survive throughout Halcyon, but for me the cherry on top was the overall feeling that the peril on Gorgon created. It was this eerie vibe, the tragic circumstances and the mystique surrounding the history of Gorgon, coupled with a compact storyline that contains but a handful of diversions, limiting my tendency to meander off from the central purpose to a minimum, that made Peril on Gorgon a real pleasure to finish. Whether it was navigating my way around Gorgon’s interweaving canyons, the deserted laboratories and caves that contain its secrets, or the last remaining semblance of Gorgon’s forgotten promise for civilization trapped within the Halcyon Solar System-the local saloon ran by SubLight called ‘The Sprat Shack’-there is a haunting, lonely mood that pervades every corner of the dreary asteroid. At present the planet remains an infestation of mutated beings, unfortunate souls who were subjected to the gross abuses of corporate science gone awry, bearing its permanent scars. The catch? Gorgon is the site of a sprawling and now-defunct chemical research facility, once operated by Spacer’s Choice. The rocky planet is home to the exquisite Ambrose Manor and a reclusive inhabitant who contracts The Unreliable crew to locate an item of particular value on Gorgon. The parcel, intended for a certain Alex Hawthorne, contains a severed limb and a cryptic message beckoning ‘Captain Hawthorne’ forth to the Gorgon Asteroid. Once this requirement is met and the DLC is installed, you will receive a mysterious package while onboard The Unreliable.
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But the question I posed still remains: Is it worth it?Īcting as a sort of glorified sidequest, the narrative that unfolds in Peril on Gorgon will become accessible to players once they have checked off the mission called ‘Radio Free Monarch’ in the base game, meaning roughly 60% of the main campaign needs to have been completed up to this point. It may not rest within the upper echelon of Switch ports but it’s now a respectable offering, and insofar as the nuts and bolts of getting a modern first-person RPG to run on Nintendo’s hybrid console are concerned, Peril on Gorgon clearly showcases some of the fruits of that labor.

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Happily, as I noted in my full review of The Outer Worlds just a couple of months ago, Virtuous Studios (the team responsible for the Switch port) kept busy during the previous year, improving the base game substantially both in terms of enhanced visuals and smoothing out some of the more disruptive performance hiccups. Despite how good I felt The Outer Worlds to be underneath its myriad of technical shortcomings, was the DLC really worth it? Although I found The Outer Worlds to be a stellar experience on the Switch, part of my past reluctance regarding the DLC was that the main campaign suffered from a number of performance issues at launch, leaving me somewhat ambivalent about the $14.99 asking price for each of the DLCs ($24.99 for the complete Expansion Pass).

After months of fence-sitting I finally relented and purchased The Outer Worlds Expansion Pass, the two-part DLC bundle that includes the separately available Peril on Gorgon, released on the Nintendo Switch back in February of this year, and Murder on Eridanos, scheduled to hit the eShop sometime between now and January 1st.
