Brandon Adler, the director of The Outer Worlds 2, shares insights about what the team at Obsidian has learned from the first game. They anticipated a few areas where players and critics might have concerns. “Even before the first game launched, we had a clear list of what we believed players would like or dislike,” he explains. “We aimed to address these points in the sequel.”
Adler reveals that the team wanted to enhance the game’s experience as they planned for a sequel right from the start. “We knew we wanted to create a second game while we were still finishing the first,” he recalls. The studio, recently acquired by Microsoft, had a unique opportunity—they were both excited and determined to improve. For instance, they realized that the game’s worlds felt somewhat small. To tackle this, they designed a new mining colony called Arcadia, which is about 50% larger than the original game’s map.
One major flaw in the first game was that some visually appealing areas didn’t have much to explore. To fix this, Adler insists, “If something looks awesome, the player should find something rewarding there. It makes the world feel bigger and worth exploring.” They’ve also worked to improve gun mechanics, or “gunfeel,” making the shooting experience more enjoyable. This positive change was evident in a recent demo I tried.
The relationship between Obsidian and Microsoft has also fostered creativity and support. Adler described Microsoft as a “great partner,” noting that the team had access to more resources and help for playtesting, which they didn’t have before. He mentioned, “Whenever we needed something, they were quick to offer support.”
In addition to expanding the map size, The Outer Worlds 2 will offer more unique gameplay mechanics. There are now over 90 Perks, a feature borrowed from Fallout: New Vegas, which fans loved. Players will have more options in stealth gameplay, too, with new devices to create distractions or eliminate bodies. The game has added quirky flaws tied to playstyles, like the “Bad Knees” flaw, which makes characters faster but also noisy. This fun element adds depth and humor to the experience.
Adler emphasizes that player choices will have more impact in The Outer Worlds 2. During my gameplay, I encountered a side character where the choices I made could lead to various outcomes. Decisions affect not just individual stories but also the broader world. For instance, certain actions could lock out entire factions, impacting the gameplay significantly.
Fans of Obsidian’s previous work, especially those familiar with the complexities of Fallout: New Vegas, will appreciate their commitment to meaningful consequences. Adler says, “Your relationships with companions matter. Treat them poorly, and there will be repercussions.” This deeper level of interactivity could enhance player engagement and satisfaction.
This new installment feels richer and more intricate than its predecessor. It builds on lessons learned and feedback from players. The humor remains a core element but is supplemented with more nuanced interactions and details. The gameplay experience is layered, reminiscent of notable quests in similar games.
Interestingly, Adler aims to keep the game challenging even with more players entering through platforms like Game Pass. He believes not every game should cater to every player, advocating for maintaining the essence of the RPG experience without diluting it.
Ultimately, The Outer Worlds 2 aims to deliver a more immersive experience, respecting players’ time and choices. As Adler puts it, “Your choices matter. We want to create an engaging world that reacts to what you decide.” The game promises to capture the spirit of RPGs while enhancing its interactive elements, making it a highly anticipated sequel.