The apparent frame rate chugs as low as 20fps for unpredictable reasons: turning your gaze toward an open field, rotating your view at a high speed (which emphasizes the Switch port's unbecoming motion blur system), or even walking into a new, tiny room. Like the other console versions, Outer Worlds on Switch has a 30-frames-per-second cap, but unlike more powerful consoles, Switch can't lock to that frame rate at all times. Then you'll reach a town full of chatty NPCs, and if you decide to take Obsidian Entertainment up on the devs' promise of playing however you like and attack the townspeople, the locals will react by running around and fighting back. You'll see a ship's wreckage in the distance, run a ways to reach it, and find it littered with loot, dead bodies, and dangerous monsters. And right from the jump, the game remains the same mechanically.
You'll eventually hop from one planet to the next, each with giant fields to traverse, monsters to fight, and citizen-filled towns to contend with.
The opening planet is a good test of the larger game's sales pitch. In good news, the entire game appears to have been ported with zero cuts to content or apparent changes to level layouts. This weapon has been upgraded with an 'electric field' effect, and the resulting particle effects may affect the game's frame rate.