Obsidian's The Outer Worlds was a good game, but fans of the previous studio work tend to agree that the RPG mechanics were quite shallow. The world did not feel as if it really responded to your decision in a meaningful way, the skill tree was a bland and the leveling system discouraged deep specialization. He felt made for more occasional players, rather than a kind of person who wants a crispy, ridiculously complex roleplaying mechanics – which was more in line with the trends of time.
Players long for roleplaying
But now things are different. As the creative director Outer Worlds 2 Leonard Boyarsky Gamesradar+: “Now, with things like Baldur's Gate 3, the outside worlds came out, I think people are much more open [deeper RPG mechanics] again.”
Game director Brandon Adler added, “I like to see it, but again, Baldur's gate 3, when I saw his success, gives us the heart that people really, actually want these kinds of games, and we are on the right track and it is good to bring these things back to the fore.”
It is certainly true that the success of the Baldur Gate 3 has changed the perception of what a successful game could look like. Between the sea of incredibly large Her-Adventure and shooters with free games who take care of more occasional players, BG3 stood as a testimony that games that prefer players and deep RPG mechanics can be as commercially and critically successful as, say, red dead redemption 2.
The outer world 2 prefers reactivity
From the previews I read, it seems that Outer Worlds 2 uses this opportunity to lean deeper into what the obsidian is known: a great written RPG.
The character creator is more flexible, with a number of interesting backgrounds and features (positive and negative), from which you can choose beside the benefits that you can unlock depending on your style of play, even if the attributes are gone. The UP UP evaluation capabilities will provide more players and open more dialogue and skills controls, which are a lot in conversation and the environment.
There is a feature called dumb, which permanently locks almost half of the game skills, which is quite fun.
There seems to be absorbing SIM elements that allow different kinds of game styles. Do you want to shoot everything? Sure. Do you want to secretly? This is a viable option! Demo also shows a lot of reactivity to your choices and brings small consequences for actions that you do not know should have the consequences. For example, using a dialogue control to convince the guards to deactivate some security, will make him not trust you if you meet him again, and he will know your voice.
I am not really a RPG fan who waters his mechanical depth to suit more occasionally players, mainly because it has the consequences for the whole experience. Especially I don't care about creating highly specialized characters, but I want my skills to have a tangible impact on the story of the game. Reactivity is important to me, as well as experience with narrative roleplaying.
Even though I enjoyed the outside worlds, I was not completely satisfied in this area, so the relief shows that it seems that Obsidian is building on a base that is set and layering in the complexity that RPG fans want. Whether it claims that reactivity in the whole game is still visible, but if so, we could have a really great game on our hands.
Outer worlds 2
- Released
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29. October 2025
- Esrb
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Mature 17+ / intense violence, blood and gore, strong tongue
- Engine
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Unrealistic engine 5
- Prequel (s)
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Outer worlds
- Number of players
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Single-player

