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Preview The Outer Worlds 2 at IGN First: Bigger Open World

Infinitron

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Tags: Brandon Adler; Obsidian Entertainment; The Outer Worlds 2

https://www.ign.com/articles/the-outer-worlds-2s-worlds-are-going-bigger-ign-first



“One of the very first things we were targeting when we started The Outer Worlds 2 was to make these big, expansive areas. It's what players told us they wanted,” game director Brandon Adler told me when talking about how the team at Obsidian built the open regions for this sequel. But bigger doesn’t always mean better, and they seemed aware of that when building the more expansive zones across the different planets and moons you’ll visit in The Outer Worlds 2. There appears to be a focus on rewarding exploration, creating dense environments, and designing areas that pull you in specific directions to investigate points of interest off in the distance. So, while it’s structurally similar to the original, there’s a greater sense of scale this time around.

I was able to see some of these ideas in action with a gameplay tour of Golden Ridge, a new open region on the planet-moon Dorado that you’ll visit early on in The Outer Worlds 2. It’s an arid, desert-like region with trench lines from a war that broke out in the past, mining facilities run by a faction called The Protectorate, and a ton of hostile wildlife mutated from the polluted environment. Art director Daniel Alpert spoke about maintaining the first game’s decorative art nouveau and retrofuturistic inspirations, but going with something a bit more harsh for Golden Ridge. “We were able to pull from areas of the late old West to World War 1 and imbue the areas with little touches – you’ll notice a trench warfare line, and if they go a little further into a town, they'll still find that frontier colony vibe,” he said when working on Golden Ridge.

Adler spoke to how the art direction feeds into the stories they’re trying to tell, specifically on this planet. “Before we get into any area, we have deep conversations about the overall story, the factions and what they’re doing, what's important to them. Asking things like, why was anybody in Golden Ridge?” He gave examples of collaborating with the art team to have a sort of synergy between aesthetics and the game’s purpose, saying “We’ll say like, we want the trench lines here, maybe for gameplay reasons, but talk about why it makes sense story-wise.”

As any good RPG does, these kinds of stories are woven into the regions themselves, and Adler teased some of that, saying “I won't get into what happens at the beginning of Golden Ridge, but there's a big state change in the area when you first get there. It’s going to blow people away and make them really want to investigate what's happening.” That’s said to be indicative of the rest of the game, as he continued telling me, “You’ll see that throughout a lot of our areas as well. We try to do those types of things - let the players see big events that are happening pretty early and get them hooked into the area.”

With that foundation, the team wanted to pack the region with interesting things along the way with the main quest. “We made sure of that with big open sightlines and we spent a lot of time and effort on making really cool looking points of interest out in the distance to really draw players and really bring them off the beaten path,” Adler said. He referenced packing these areas with side quests, supporting characters, and smaller stories to unravel, similar to the first game. There seemed to be a concerted effort in rewarding players with collectibles (like a whole collection of tossball cards) and gear, even for exploring parts of the region that don’t really have a specific story or quest purpose. It’s an important piece to this style of RPG, of course, and something they were conscious of when it came to improving things from the first game, making sure all parts of the development team were involved in making that happen.

I also got to see the Zyranium Lab, which is an interior level on Golden Ridge, and it was impressive not just for its scale, but the ways in which I can see gameplay possibilities for how I approach these kinds of games. In a similar vein as the exclusive gameplay demo I saw of the N-Ray Facility, I got the impression that levels like these are more intricately designed and drawing from immersive sims like Deus Ex and Dishonored. They’re larger and have multiple paths forward, but still maintaining a focus on pulling the player in specific directions. “When we're building these more open spaces, we have a defined path that we want the player to go through. But in true Obsidian game style, we allow players to go everywhere and kind of experience whatever they want,” Adler said with regards to designing levels within the open regions.

Golden Ridge was the only open region I was able to see, so I asked about what we can expect from the rest of the game’s worlds. Alpert told me, “We intentionally design each of our worlds to feel different from each other. It's a unique landscape every time you land on a new moon or new area. So it shouldn't be like, you go somewhere new and it's a little bit more of the same. These other areas are completely different from the last moonscape you just came from, and the next one you're going to be visiting is completely different as well.” While that may seem par for the course in a spacefaring journey like The Outer Worlds, the conscious effort to address the limitations of the first game and be more intentional about how its worlds are built makes me hopeful that the The Outer Worlds 2 can be an evolution of how Obsidian designs its games.

So, from what I’ve seen thus far, The Outer Worlds 2 looks promising on several fronts. The reworked RPG elements look like they’ve been made to be more distinct when it comes to the role-playing experience, and the small snippets of gameplay show better accommodation for specific playstyles. And in taking a look at the open zone of Golden Ridge gave not just a better sense of scale, but a natural sense of exploration with greater density and purposeful points of interest along the way. Soon, we’ll be diving deeper into combat design and the evolution of the flaws system as part of IGN First exclusive coverage of The Outer Worlds 2, which also includes a conversation with original Fallout developer and creative director Leonard Boyarsky about how the first game was about establishing a new foundation for Obsidian and this sequel being the idealized version of that initial vision.​
 

Jermu

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1744813157549.png
 

Bastardchops

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Does anyone actually care about this one?
I mean the first one was a joke, but if you played it on the hardest difficulty maybe it was fun. On standard, I went to the second town, killed the guard of the town, who had a sniper rifle and then killed everyone in the town with it.
 

SenisterDenister

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I really tried to play the first one, but the writing was so mediocre I couldn't give a flying fuck about any of it and gave up about half-way through. Every character was unlikable and the gameplay was meh so I couldn't even just ignore the writing and enjoy the game itself. The writing had the subtlety of a wrecking ball going through an orphanage and was so continuously on the nose I had to put it down. This is Obsidian without MCA, and I find it horribly lacking.
 

Fenix

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Does anyone actually care about this one?
I mean the first one was a joke, but if you played it on the hardest difficulty maybe it was fun. On standard, I went to the second town, killed the guard of the town, who had a sniper rifle and then killed everyone in the town with it.

How it could be fun with all the ugly mugs in it?
Who also pretended to be NORMAL.
These faces could work if it was clear they are deliberate ugly - like some horror psychodelic or something.
But they insisted it's normal. Fuck that shit.
 

Fenix

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I really tried to play the first one, but the writing was so mediocre I couldn't give a flying fuck about any of it and gave up about half-way through. Every character was unlikable and the gameplay was meh so I couldn't even just ignore the writing and enjoy the game itself. The writing had the subtlety of a wrecking ball going through an orphanage and was so continuously on the nose I had to put it down. This is Obsidian without MCA, and I find it horribly lacking.

I hug you to repair the damage you sustained by playing this pile...
 

damager

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Why does every shot in that video look like fallout 3? Did their space society went through a atomic apocalypse too?
 

thesheeep

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I really tried to play the first one, but the writing was so mediocre I couldn't give a flying fuck about any of it and gave up about half-way through. Every character was unlikable and the gameplay was meh so I couldn't even just ignore the writing and enjoy the game itself. The writing had the subtlety of a wrecking ball going through an orphanage and was so continuously on the nose I had to put it down. This is Obsidian without MCA, and I find it horribly lacking.
I still believe that Outer Worlds has the most aggressively mediocre gameplay I have ever witnessed.
The combat, skills, itemization, etc. aren't awful, but there is nothing interesting about them at all, it's like the most 5/10 (using the full scale) gameplay imaginable.

Good writing and an interesting world could have carried the game. But yeah, we got the opposite with the most lame edgy teenage "haha capitalism bad" jokes ever repeated across... well, everything, and all the time.

How the first game ever gained any traction is beyond me. I know most gamers will eat up everything, but generally even casuals will gravitate towards better options if available - and everything about Outer Worlds 1 had better options available.
 

Mortmal

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Does anyone actually care about this one?
Yes, Infinitron and maybe Roguey, along with the site owner—there are obviously some arrangements to have Outer Worlds ads on the front page like that. Joke's on you for having Codex patron status; you still get those ads.
Meanwhile, there's a serious lack of indie news. The Codex staff seems pretty schizophrenic about it—I've noticed the RPG Codex Steam curator recently mentioned a few indie titles: one being some sort of Deus Ex clone, and another a Pathfinder 2E-style RPG with an anime aesthetic. But there's no mention of them neither on front page nor in forums.
 

damager

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Does anyone actually care about this one?
Yes, Infinitron and maybe Roguey, along with the site owner—there are obviously some arrangements to have Outer Worlds ads on the front page like that. Joke's on you for having Codex patron status; you still get those ads.
Meanwhile, there's a serious lack of indie news. The Codex staff seems pretty schizophrenic about it—I've noticed the RPG Codex Steam curator recently mentioned a few indie titles: one being some sort of Deus Ex clone, and another a Pathfinder 2E-style RPG with an anime aesthetic. But there's no mention of them neither on front page nor in forums.
I'm with you man. Nobody wants to read IGN shit about Outer Worlds. If we would care we would hang around IGN. Post some actual projects worth supporting
 

luj1

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Does anyone actually care about this one?
Yes, Infinitron and maybe Roguey, along with the site owner—there are obviously some arrangements to have Outer Worlds ads on the front page like that. Joke's on you for having Codex patron status; you still get those ads.

That's nothing new. Prior to Pillars of Eternity II: Deadfire launch, the same thing happened where a second, more positive Codex review of the original was commissioned after the initial negative one. The goal was to build hype for the Pillars IP and boost Deadfire's sales. Slimy behavior.
 

luj1

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I'm with you man. Nobody wants to read IGN shit about Outer Worlds. If we would care we would hang around IGN. Post some actual projects worth supporting.

I sent Infinitron PMs with interesting project news multiple times over the years. His replies were always something along the lines of "I don't follow that" or "I'm not interested in those." So I basically have proof the front page is his personal platform, not an objective roundup of RPG hobby news.
 

Mortmal

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I sent Infinitron PMs with interesting project news multiple times over the years. His replies were always something along the lines of "I don't follow that" or "I'm not interested in those." So I basically have proof the front page is his personal platform, not an objective roundup of RPG hobby news.
There’s a point in not covering everything, but I’m sure even obscure RPG Maker stuff would generate more interest than Outer Worlds 2 among the Codex crowd. If we ran a poll, I’m pretty sure most people wouldn’t care about it at all. I get that Xbox Game Pass is big business and Microsoft's answer to Sony, but so far it’s hardly convincing and they are clearly losing the console war.
 

Decado

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Does anyone actually care about this one?
Yes, Infinitron and maybe Roguey, along with the site owner—there are obviously some arrangements to have Outer Worlds ads on the front page like that. Joke's on you for having Codex patron status; you still get those ads.

That's nothing new. Prior to Pillars of Eternity II: Deadfire launch, the same thing happened where a second, more positive Codex review of the original was commissioned after the initial negative one. The goal was to build hype for the Pillars IP and boost Deadfire's sales. Slimy behavior.
This post is idiotic bullshit. I know because I am the one who wrote the second review (out of a total of at least three lol).

First thing, my review wasn't "commissioned." I took issue with Darth's review and volunteered to write a second one. In fact, it might even be that we both started writing our reviews at the same time. Either way, nobody on Codex staff knew what I was going to write until I had already written it.

Second of all, this occurred in May of 2015, two fucking years before Deadfire was even announced.

Third, the idea that anything written about an Obsidian game on the Codex would "boost sales" is fucking retarded.

You appear to have the game industry business acumen of a reddit poster. Please refrain from commenting on shit you clearly know nothing about.

Anyway, Outer Worlds sucked. The most mediocre game I have ever played. Utterly forgettable; I simply stopped playing like 4 hours in and never thought about it again.
 

luj1

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This post is idiotic bullshit. I know because I am the one who wrote the second review

I'm talking about the fake retrospective, which was Grunker's. No one even noticed your "review", moron. And if Darth's neutral-negative take "offended" you, then you're a low-IQ cretin with trash-tier taste. Kindly fuck off.
 

Decado

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This post is idiotic bullshit. I know because I am the one who wrote the second review

I'm talking about the fake retrospective, which was Grunker's. No one even noticed your "review", moron. And if Darth's neutral-negative take "offended" you, then you're a low-IQ cretin with trash-tier taste. Kindly fuck off.
Then why did you say "review" instead of "retrospective"? You specifically called it the "second" one, so was there a first retrospective? Are you retarded? Do you know what words mean?

Anyway I looked for the post you are talking about (at least, I am guessing here because you write like a retard) and I think you're referring to this one:

https://rpgcodex.net/forums/threads/autism-or-the-white-march-review.115960/

Which as far as I can tell is a 10,000 word post on infinity engine games. The idea that this was "commissioned" to "boost sales" of Deadfire is laughable, you're like a retarded teenager who doesn't understand the first thing about business. Yes, I am sure an obscure RPG forum is tasking a random poster to goose the sales of an upcoming niche RPG by having an autist write a book report on Icewind Dale. Because that's how it works.

Also nothing in Darth's review offended me. I said I took issue with some of what was in there. If English isn't your first language, maybe you shouldn't use it? You clearly don't know the meanings of words.
 

Tyranicon

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I still don't get why this sequel was made. Was the first game a financial success?
Judging by what the gaming press reported, it does seem like recent Obsidian's greatest success outside of Grounded.
 

Decado

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I still don't get why this sequel was made. Was the first game a financial success?
Judging by what the gaming press reported, it does seem like recent Obsidian's greatest success outside of Grounded.
Also, the economics change pretty significantly when you have a situation like this, where Obsidian was acquired by what is now the largest video game publisher on the planet (or close to the largest, at least). MSFT views everything in its games business through the lens of Gamepass. I don't think the ramifications of this are fully understood yet, but I do get the feeling that games now have a longer tail in which to be successful. I think there's going to be a tier of game that's "good enough for Gamepass." Not there yet, and I don't think anyone is making them on purpose, at scale. But, I can see them green-lighting a less-than-AAA IP that they know will sell a few million units, and then be a solid performer on Gamepass for the next decade.

I'm not saying that's happening here, but it's something to consider.
 
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