Obsidian Aims to Address The Outer Worlds’ Flaws in Sequel

Obsidian Aims to Address The Outer Worlds’ Flaws in Sequel

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Brandon Adler, director of The Outer Worlds 2, revealed that the team anticipated many of the original game’s criticisms before its release. “Before the first game even shipped, I did a full breakdown of what people and the press would like and dislike,” Adler said, highlighting plans to improve those areas in the sequel.

Obsidian, newly under Microsoft’s ownership at the time, had already started shaping the sequel. Adler confirmed they intended to expand the game world, citing that the new setting, Arcadia, is roughly 50% larger. This addresses previous complaints about the original’s small maps and underutilized landmarks. For example, volcanoes and other visually appealing locations in the first game often lacked content, which won’t be the case in the sequel.

Adler also acknowledged gunplay issues in the original. He says the sequel’s guns have been extensively reworked to improve feel and responsiveness, a point supported by early hands-on impressions.

Partnering with Microsoft has given Obsidian greater resources and additional freedom. Adler noted that the team had more time and funding, as well as easy access to Microsoft’s user research groups for playtesting, allowing them to refine features with less constraint.

The Outer Worlds 2 introduces more complexity and depth compared to its predecessor. It offers over 90 perks—drawing inspiration from Fallout: New Vegas—and enhances stealth gameplay with new tools like distraction devices and disintegration gadgets. Players can encounter more unique flaws that impact playstyle, such as a “Bad Knees” flaw that increases movement speed but causes noisy joints that can alert enemies.

The sequel places strong emphasis on player choices and their consequences. In one mission, branching dialogue options can trigger side quests involving workplace politics, culminating in potential confrontations or character deaths depending on player actions. Adler stressed that treating companions well or poorly affects story outcomes, including whether they support or oppose the player later.

Major decisions also influence faction relations and world regions. Some choices may block alliances or incite conflicts, enhancing the game’s reactive narrative. While early impressions are limited, the game shows signs of more detailed and thoughtful design. Environmental hazards and varied mission structures contribute to a richer experience.

Despite aiming to invite new players through Xbox Game Pass, Adler maintains that the RPG will not be simplified to appeal to everyone. He deliberately chose not to include features like respecs to preserve meaningful choice and challenge. “Not every game is for every single person,” he said. “Sometimes you just have to pick a lane and choose that.”

Ultimately, Obsidian wants choices to have real impact, respecting player time by providing genuine reactivity in gameplay and story. Adler admits this approach may not suit all players but hopes to convince many that it enriches the experience.