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Obsidian Knew It Wanted ‘To Go Again To Our Roots In Phrases Of Deeper RPG Reactivity’ In The Outer Worlds 2

October 17, 2025
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The launch of The Outer Worlds 2 is correct across the nook – it hits PlayStation 5, Xbox Collection X/S, and PC on October 29 (or on October 24 when you purchase the dearer Premium Version). Forward of that launch, and as a part of Sport Informer’s cowl story protection for the sport, we spoke to Obsidian Leisure in regards to the classes it discovered from the primary Outer Worlds that it utilized to creating this sequel. 

The most important takeaway is that even earlier than the discharge of The Outer Worlds, Obsidian knew that if it had been to create a sequel, it wished to go larger in each manner. Director Brandon Adler tells us, “The cool half in regards to the response [to the first game] was folks had been actually type of enthusiastic in regards to the world and the IP itself [and] that naturally lends itself to folks wanting a sequel.

“Once they’re speaking about it, they need extra. Once we did consumer analysis, once we talked to folks, what got here again was the largest – I wouldn’t name it a grievance – however the largest issues they wished from future merchandise had been to expand areas, ‘make extra stuff for us. We need to expertise extra of this, we wish a little bit extra gameplay size.’ And so these had been straightforward issues for us to focus on as we had been type of going by means of all of it.” 

 

Adler continues, explaining that even earlier than The Outer Worlds launched in 2019, Obsidian had a big listing of issues it wished to do in a sequel. He says, “We wished to permit for extra reactivity in the direction of both the participant builds or issues that had been happening, when it comes to role-playing issues. And so for me personally, it was essential that we’ve very detailed, not solely character creation, however character development, as you’re going by means of the sport. That goes for our perks, our flaws, all the things else you possibly can construct round your characters, and that’s actually vital to search out these cool and enjoyable mixtures and methods to role-play your character.” Adler says it’s not sufficient to have just a few gameplay results in fight and dialogue primarily based in your construct – Obsidian desires the entire world reacting to you. 

He says The Outer Worlds 2 will always be checking your RPG stats, whether or not that’s expertise, perks, your background, gadgets held, gear you will have, and data you’ve found. “We began from the start, ensuring we hit actually, actually onerous on these issues, and I believe we’ve performed a extremely good job of creating that work all through all the course of.” 

Artistic director Leonard Boyarsky responded by explaining that the dearth of restrictions in The Outer Worlds 2, in comparison with the primary sport, is an enormous spotlight. 

“I preserve going again to, sadly, on the bottom sport, we had been very restricted in what we might do,” he says. “We are able to’t have a choice you make reduce off 10% of the sport when the sport’s 20 to 30 hours lengthy. That’s simply not going to occur, however we couldn’t make a a lot larger sport due to the place we’re at. We had been like, ‘If we do a sequel, we all know it must be larger. We all know we have to return to our roots when it comes to deeper RPG reactivity.’ So we had all this stuff we couldn’t do within the base sport that we had been simply ready to deal with on this subsequent one.”

Boyarsky remembers discussing what the staff desires to do subsequent when diving into The Outer Worlds 2 improvement and the way straightforward the dialog went as a result of Obsidian already had a laundry listing of issues it couldn’t do within the first sport it wished to do. 

Adler chimes in to say that’s why engaged on a sequel is simpler in a number of methods. “We’ve got a base, we all know what the tone of the sport needs to be, we all know fundamental stuff, like how you can construct out a degree and what the participant’s going to be doing in them,” he says. “We don’t have to spend so much of time prototyping, [so] we are able to as a substitute spend a number of our time taking a look at the place we had been, the place we need to be, and determining how you can bridge that hole.”

Boyarsky agrees with Adler, noting that the primary sport was more durable as a result of he and co-creator Tim Cain needed to create the imaginative and prescient and tone of the universe. With that established, it now not has to level to different properties or references to assist folks perceive what this sequence is – it may possibly level proper to the primary sport. 

As Obsidian prepares for The Outer Worlds 2 to be in folks’s fingers this month, Sport Informer requested Boyarsky and Adler about their ideas on the reception to the primary sport. Boyarsky says he was actually hopeful that folks would love The Outer Worlds, but additionally involved due to its dimension in comparison with different Obsidian video games. “I knew one in all our targets was to ship a extremely polished sport, which, when making a hardcore RPG, will be very troublesome at instances; to get that polish when you will have so many paths by means of. 

“Some folks had been a little bit bit upset within the size or a few of the lack of complexity that they affiliate with Obsidian video games prior to now, however there was an enormous outpouring of affection and appreciation for the sport, only for what it was, and that was actually heartening. I actually was pondering it was going to reside or die on our writing and our characters and lots that Obsidian is understood for, and other people appeared to reply to that stuff rather well, so it was an ideal response for us.”

Although Adler didn’t work on The Outer Worlds, he says he’s at all times naturally pessimistic about any sport’s launch as a result of it’s not possible to disregard the issues he couldn’t do or repair in time. “We at all times assume, ‘Oh my gosh, it’s the worst sport on this planet, how might anyone ever love this factor?’ after which it comes out and also you get this enormous outpouring of affection, and then you definately assume, ‘Oh that’s proper, we all know how you can make good [games].”

Sport Informer’s cowl story for The Outer Worlds 2 is offered to learn proper now when you’re a subscriber (and this concern is transport to mailboxes as we communicate). For extra, try this listing of 8 enjoyable info about The Outer Worlds 2’s first biome, Paradise Island, after which try this unique gameplay section showcasing Paradise Island. After that, examine how there are pets (which you can pet) in The Outer Worlds 2, after which try this story about how third-person gameplay made its manner into The Outer Worlds 2. Earlier than heading into The Outer Worlds 2, learn up on Sport Informer’s story about whether or not or not the primary sport’s endings matter within the sequel. 

What’s the largest lesson you hoped Obsidian discovered from The Outer Worlds? Tell us within the feedback under!

Supply: Sport Informer


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