Obsidian Entertainment’s game is trying to be a worthy sequel to the first part, so it wants to be more beautiful and better in every way.
Courtesy of IGN, we’ve got new gameplay from The Outer Worlds 2, with a world full of exciting stories and cool collectibles and gear. “We are going more expansive than the first game. In the first game, we were very limited to smaller hubs and overland areas. Now that we’re using Unreal Engine 5, we can have more expansive worlds. From point A to point B, there is a much larger area that we can cover, and in between those areas, we have a lot of little POIs (points of interest) that we can explore,” said Daniel Alpert, the game’s art director.
“One of the very first things we set out to do when we started The Outer Worlds 2 was to make these big, big, expansive areas. That’s what the players told us they wanted most. Working with Daniel and the other directors, we sat down and came up with a plan for how we were going to do that. We made sure that we had big open sightlines and that we put a lot of time and effort into making cool-looking distant points of interest that would really draw people in and maybe take them off the beaten path a little bit. As they’re walking over there, we made sure that as they go around corners or do things like that, they see little points of interest. Another element that was also really important when we were doing all this stuff is making sure that it’s very interesting when you get there, so we made sure that all of our areas were just filled with cool, fun things to do, nice loot to find, and cool stories to unfold,” added Brandon Adler, the game’s director.
IGN has also published an interview about the changes and improvements made to the core RPG formula of The Outer Worlds 2. The developers have tried to make sure that the main character won’t be good at everything at the end of the story. Respect will also not be usable. There will be no way to reallocate points, so choices will matter in Obsidian’s next game.
“We often saw characters that were good at everything, which by the end of the game minimized your personal experience with your character. We wanted to focus on making every single level up and investment really important. There’s less confusion about when I should invest in one skill or another. If I want to be a player that’s all about guns and all about using medical equipment, I know which skills I need to focus on. By having them separate and not in groups, it allows characters to be more specialized. By removing respec, we are really incentivizing it to be your experience. It’s a part of your experience that no one else has had, and I think that’s really special about RPGs and something that respec tends to diminish,” said lead systems designer Kyle Koenig.
The Outer Worlds 2, which will also feature a full stealth system, is coming to PlayStation 5, Xbox Series, and PC. It will be broadcast on June 8, right after the Xbox Games Showcase.




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