Let’s be honest—who needs another grimdark fantasy RPG? Xbox is going all-in on pure, unapologetic absurdity with Clockwork Revolution and The Outer Worlds 2. And honestly? It’s about damn time. These aren’t just games where you pick dialogue options; they’re full-on playgrounds where logic takes a backseat and creativity runs wild. Steampunk time travel? Check. Space capitalism so ridiculous it hurts? Double check. Buckle up, because normal RPG rules don’t apply here.
Picture this: Victorian London, but every building’s made of gears, aristocrats duel with steam-powered rapiers, and you—yes, you—can mess with time itself. That’s Clockwork Revolution in a nutshell. But here’s the thing that makes it special: it doesn’t just look steampunk. The whole game plays like some mad scientist’s experiment. Rewind time to stop a murder? Sure. Or—and this is the fun part—go back and make sure the victim’s great-grandfather never meets his wife, so the murder never happens. It’s that kind of game.
And the character options? Forget your typical warrior or mage. You could be a street urchin who steals pocket watches to power your time machine. Or a posh inventor whose “weapons” are just increasingly bizarre gadgets. My personal favorite so far? The “chrono-drunk” trait where time travel gives you motion sickness. Because why not?
If the first game was a satire of capitalism, this sequel looks like someone took that idea and cranked it up to 20. We’re talking factions like the “Board of Sentient Lawn Gnomes” and quests where you might have to negotiate with a moon made entirely of cheese. No, really.
What gets me is how they’ve doubled down on the “your choices actually break everything” approach. Side with the space anarchists? Cool, until you realize their leader is just a rogue vending machine with daddy issues. Try to play both sides? Congrats, now the entire galaxy thinks you invented NFTs. It’s that perfect mix of hilarious and “oh crap, did I really just do that?”
Most RPGs give you the same old classes with different coats of paint. Not these two. In Clockwork Revolution, your “class” could be “time-meddling pickpocket” or “overly enthusiastic tea enthusiast.” The Outer Worlds 2 takes it further—imagine playing as a disgraced corporate middle manager whose “charisma” stat is just really good at bullshitting in meetings.
And the traits? Pure gold. Things like:
Here’s the problem with most RPGs—your “big decisions” usually lead to the same three endings with slightly different cutscenes. Not here. In Clockwork Revolution, saving one random NPC might mean their grandkid becomes the villain in act 3. The Outer Worlds 2? Let’s just say that helping those sentient vending machines unionize will have… consequences.
It’s like the devs took the usual RPG choice system and said, “What if we made this actually fun?”
When the game world’s already bonkers, there’s no pressure to “play right.” Want to beat the final boss by convincing them their fashion sense is terrible? Go for it. Prefer to “solve” quests by creating more problems than you fix? The game won’t judge you. It might even reward you for it.
That’s the magic here—these games don’t just allow chaos, they celebrate it. Like how in The Outer Worlds 2, you can apparently win entire battles just by being really good at filing complaints. Glorious.
After a long day of adulting, sometimes you don’t want another gritty, “realistic” world. You want to be a time-traveling menace or a space con artist scamming aliens with pyramid schemes. These games get that. They’re not just funny—they’re the perfect antidote to real life.
Xbox isn’t just making weird RPGs—they’re making a statement. Between these, Avowed, and the new Fable, it’s clear they’re betting big on player freedom and creativity. And honestly? It’s working. If this keeps up, we might finally move past the era where every RPG tries to be Skyrim or The Witcher.
The best part? These games prove you don’t need ultra-realism to tell great stories. Sometimes, the most memorable moments come from pure, unhinged creativity.
At the end of the day, Clockwork Revolution and The Outer Worlds 2 aren’t trying to be “serious” RPGs—and that’s their biggest strength. They’re the gaming equivalent of that friend who always has the wildest ideas but somehow makes them work. Whether you’re into steampunk shenanigans or spacefaring corporate satire, one thing’s clear: boring isn’t an option here.
So what’s your dream character going to be? A time-traveling tea magnate? A space lawyer specializing in intergalactic bird law? Drop your most ridiculous ideas below—let’s see who can come up with the most unhinged concept.
Source: IGN – All Games
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