When *BioShock Infinite*’s protagonist, Booker DeWitt, steps foot into the skybound city of Columbia, the local authorities are already on high alert. They’ve been waiting for the so-called False Prophet, and their eagerness is matched only by the paranoia that fuels the city's culture of fear. As a result, eyewitness accounts are wildly inconsistent — one moment you’re chasing a mixed-race dwarf, the next a Frenchman with a missing eye and less than five feet to his name.
Later, when DeWitt stumbles upon a sketch artist piecing together a composite, he overhears a description riddled with racial bias and baseless assumptions: “Red curly hair? Definitely Irish. And an anarchist—of course.” It’s absurd, but it’s also brilliant storytelling. Developer Irrational Games uses this farcical scene to expose how bigotry distorts perception, and ultimately, how belief systems can unravel entire societies from within.
This clever narrative device came back to mind during the recent Xbox Showcase, where *Clockwork Revolution* made its splash with a detailed reveal. The game presents a steampunk world brimming with exaggerated characters, time-bending mechanics, and rich role-playing potential. While comparisons to *BioShock Infinite* are natural—given both games' love for early 20th-century aesthetics and alternate timelines—their approaches diverge significantly.
At first glance, *Clockwork Revolution* may seem like a spiritual successor to Irrational’s iconic title, especially with its industrial setting and temporal manipulation mechanics. You can rewind debris into intact walls mid-firefight and use them for cover—a mechanic as thrilling as it sounds. But beneath the surface, InXile’s creation is something quite different: a deep, choice-driven Western RPG in the tradition of *Wasteland*, *The Bard’s Tale*, and *Planescape: Torment*.
One standout moment in the demo features a nobleman describing a burglary suspect to a mechanical constable. His account swings wildly from “tall and slim” to “muscular and agile,” before finally settling on “with a mustache… no, bigger!” Unlike in *BioShock Infinite*, where such exaggerations highlight societal prejudice, here it serves another purpose: showcasing the flexibility of *Clockwork Revolution*’s character customization system.
From the start, players shape their identity through backgrounds like Gearsmith—those who scavenged their way through life—or Bookwarden, saved from the orphanage by a wealthy sociologist. Traits like Street Stalker and Steam Whisperer offer further depth, while attribute points influence everything from chemical resistance to persuasion skills. Time travel isn’t just a gimmick—it’s a core gameplay loop that allows your past actions to ripple into the future, reshaping the world around you in meaningful ways.
The game’s over-the-top tone complements its RPG mechanics beautifully. It gives room for unconventional choices that go beyond typical RPG archetypes. This makes *Clockwork Revolution* feel closer in spirit to *The Outer Worlds 2* than *BioShock Infinite*. Both titles emphasize reactive environments and player-driven narratives, allowing for nuanced, quirky, and even outright silly character builds.
In Obsidian’s sequel, you play as an Earth Directorate agent—but that doesn’t mean you have to be heroic or even competent. Perhaps you joined to escape a criminal past, or maybe you faked your way into the role after a lucky accident. Your background isn't locked, giving you the freedom to craft a truly unique persona.
Both games share a visual flair reminiscent of *The Wizard of Oz*—bold colors, ornate designs, and costumes that wouldn’t look out of place in a musical number. This stylized presentation helps support the eccentric RPG systems, allowing for creative and memorable decisions without taking itself too seriously.
For example, *The Outer Worlds 2* introduces Flaws like Bad Knees, which increases movement speed but alerts enemies every time you stand up. Or Kleptomaniac, which causes your character to steal items unexpectedly, forcing you to talk your way out of trouble. These quirks add flavor and consequence to character creation, making each playthrough distinct.
Even more delightfully absurd is the option to play as Dumb—where your lack of intelligence leads to hilarious interactions, like fixing a computer with a tin of hot dogs. This kind of intentional silliness is mirrored in *Clockwork Revolution*, particularly in moments like the trailer’s infamous shop scene. Ignoring a threatening shopkeeper in favor of his timid assistant leads to a shocking, darkly comedic murder—triggered entirely by poor dialogue choices.
These kinds of scenarios are rare in modern RPGs, where dialogue trees often recycle familiar tropes. Here, however, they thrive thanks to the surreal settings and wild tonal shifts. They wouldn’t fit in the more serious worlds of *Torment: Tides of Numenera* or *Avowed*, which means these new titles are helping to keep the genre fresh and evolving.
AnswerSee ResultsOf course, not everyone will appreciate the chaotic tone. There’s always a risk that the humor might wear thin or clash with player expectations. However, since both games are built around choice, the most extreme elements remain optional. Whether you want to wield a musical lightsaber that syncs attacks to music or ignore every social cue and get someone killed, the decision is yours. That’s the beauty of choice-driven RPGs—they adapt to your preferences, not the other way around.
For now, I’m eager to dive into *Clockwork Revolution* and craft my own version of a cockney rogue—with the help of a suspicious robot cop who questions my rising Social skill. “Why so charismatic?” he mutters. “Ex-lover turned criminal mastermind? Really?”
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