
Obsidian Entertainment initially gained a lot of excitement with the first Outer Worlds, as players were eager for an RPG similar to those made by Bethesda, but developed by a different studio. This helped the game succeed in 2019. Now, years later, it feels like Obsidian hasn’t progressed much, and The Outer Worlds 2 unfortunately demonstrates that lack of development.
Bethesda RPGs consistently excel at creating immersive and captivating worlds, even if their recent games have been uneven. This year, Obsidian released two large RPGs – including Avowed – but neither managed to build a world that truly drew me in. This is particularly concerning for Avowed, as it’s set in the typically detailed and fascinating universe of Pillars of Eternity.
The first Outer Worlds game had a sharp, funny critique of corporate power that felt fresh in 2019. But since then, that type of humor has become very common. Unfortunately, The Outer Worlds 2 doesn’t seem to build on those jokes, and mostly repeats the same anti-capitalist themes from the original game. Beyond a quick jab at corporate mergers in the beginning, it doesn’t offer much new comedic material.
Adding to the issues, the game features a faction that are clearly the villains. They’re depicted with armor strongly resembling that of Nazis in Wolfenstein, and they use brainwashing to control their people. There’s no moral complexity here – they are simply the ‘bad guys’.

It’s fine to pursue the story you want, but this approach simplifies complex issues. Instead of carefully considering the different groups and choosing one that matches your values, it often feels like a simple fight between ‘us’ and ‘them’. You might dislike a powerful, profit-driven corporation, but they seem okay if the alternative is even worse, right? It almost paints them as the good guys. Or, you could always go with the mysterious math cult, if you prefer.
The game’s world isn’t amazing, but it features compelling characters. You’ll quickly meet Niles, who starts as a hopeful new recruit. After a disastrous mission and a decade spent in cryosleep, you encounter him again, but he’s changed. He’s now a hardened survivor who’s spent ten years navigating a difficult galaxy, and he’s grappling with how to maintain his optimism in such a harsh universe.
The game starts with a really compelling central conflict, and many of the characters you meet have equally interesting backstories revealed through their individual quests. However, these were pretty much the only side quests I found truly captivating. The main issue is that while many quests let you make choices, those choices rarely seem to matter or change anything in the game world – there’s a lack of meaningful consequences.
Often, characters will tell you about the results of your choices, but you rarely see those consequences play out. While a few side quests are briefly acknowledged at the end of the game, it doesn’t feel satisfying. I’d like to witness actual changes in the game world based on the decisions I make. Even small changes would be great, but too often, after completing a quest, characters would simply become unresponsive, losing all personality and becoming just empty figures in the game.

I found the core gameplay – going to locations and fighting – much more refined than in the first game. There’s a wider selection of weapons this time, and instead of just finding better gear, you mostly improve them by crafting and adding modifications. While this can be a bit complex for players who prefer simple pick-up-and-play action, it offers a lot of customization options for those who like to fine-tune their weapons.
I really like that the game makes you commit to a specific character style – trying to be good at everything just isn’t effective. With over 15 skills to choose from, but only two skill points per level, you’re forced to focus on just a couple, and accept that you’ll have to skip others. This creates some tough, but interesting, decisions when building your character.
The game’s ‘Flaws’ system is really well done. It constantly monitors how you play and occasionally suggests a character flaw – a significant benefit paired with a drawback. I was consistently surprised by the flaws the game offered me, as they felt tailored to my specific playstyle.

Early in the game, I was offered upgrades in exchange for changing how I played. One let me move faster while sneaking, but made me louder and forced me to crouch. These offers became more complex as the game went on. Later, I could increase my magazine size by reloading often, even with bullets still in it, but I’d suffer a penalty if I ran completely out of ammo. Sometimes the offers even broke core game rules – after rushing through some dull side quests, I was given an option to have dialogue choices picked randomly for me, granting a permanent 15% XP boost.
This game is really enjoyable because it cleverly changes based on how you play, and it doesn’t take itself too seriously. Actually, some of the funniest moments came from unexpected glitches or challenges that appeared when I kept repeating the same actions.
Honestly, it’s a shame because the gameplay itself is really solid – it feels good to run around and blast things. But I’m finding it hard to stay invested because the story and reasons to explore just aren’t grabbing me. And the worlds? They’re… pretty generic. Get ready for the usual sci-fi checklist: grassy planet, desert planet, ice planet. It doesn’t really feel like a unique or amazing universe, you know? It’s fun for a bit, but it doesn’t have that ‘wow’ factor I was hoping for.
If you enjoyed the first Outer Worlds game, you’ll have a good idea of what to expect here. While the gameplay has been slightly refined, the story isn’t particularly memorable, and the side quests don’t offer enough meaningful choices or impact to make me want to explore the game world for very long.
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2025-10-23 16:18