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Preview The Outer Worlds 2 at IGN First: The First Preview

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Tags: Obsidian Entertainment; The Outer Worlds 2

https://www.ign.com/articles/the-outer-worlds-2-the-first-preview-ign-first



I remember vividly when I first caught wind of The Outer Worlds back in 2018 – my managing editor at the time talked about his preview of what developer Obsidian was working on; an original first-person RPG with the makings of a Fallout game. As someone who still won’t shut up about Fallout: New Vegas to this day, that was music to my ears. It turned out to be one of my favorite games of 2019, but instead of expecting it to be the next coming of Fallout, I saw it more as a new foundation for Obsidian to work within.

There were certain limitations to what the first Outer Worlds could be in terms of size and scope, and that much was clear in the several conversations I’ve had with the development team when reflecting on it. But after seeing the sequel in action for the first time and interviewing key folks at Obsidian, The Outer Worlds 2 seems like that original vision fully realized. For all the details I’ve been able to dig up about the revamped gameplay systems and worldbuilding, the overarching idea was that The Outer Worlds 2 needed to be a deeper RPG where player choice has more of an impact in nearly all aspects of the experience. And from everything I’ve gathered from our month’s-worth of exclusive coverage, this sequel looks like it’s stepping in the right direction.

[...] That sounds all well and good, and the brief gameplay sequences I saw were also promising. While the first game had approachability at the forefront, The Outer Worlds 2 looks like it’s offering more variability with a web of systems that come together for something a bit more sophisticated. For example, we now have actual stealth mechanics with a better detection system, proper stealth kills, and scenarios in which this approach would make sense – and features such as damage bar read-outs tell you whether or not a stealth attack will be worth it. The N-Ray Scanner is one of the new gadgets you’ll use, and this lets you see through walls and detect cloaked enemies or key objects hidden in the environment, but it’ll expend your mana-like energy – it’s a tool that’s conducive to this playstyle, and I’m looking for how this approach can be sustained throughout.

Judging from the brief run of the N-Ray Facility, for example, I saw snippets of that in action, which leans into this particular playstyle I prefer. This level was also ripe for playing it like an immersive sim, and it gave me hints of Deus Ex or Dishonored, especially with how you navigate the level and find different paths. I know the DNA of those games will always find their way into first-person RPGs, but it’s something that wasn’t quite as present in the first Outer Worlds, and very much apparent in this sequel.

And while I’m excited for stealth options and wielding the environment to create paths forward, the punched-up gunplay and addition of gadgets shows an improvement in combat approaches across the board. The aforementioned sprint-slide-firing Perk – along with the returning Tactical Time Dilation (TTD) – looks to be a deadly combo in a firefight, but some wild unique weapons like the crank-powered sniper rifle called the Planet Killer or the advertisement-blasting Pop Gun that’ll distract enemies, widen your toolset. When all hell breaks loose, the triple-barrel shotgun will probably be an old reliable in my playthrough. And I’m sure I’ll be saving those rare shots I’ll find for this game’s version of the BFG for the toughest fights.

But with Obsidian looking to games like Destiny in terms of reworking gunplay, I think it’s a net-positive for how the game feels on a moment-to-moment basis. There’s an emphasis on better mobility, smarter enemy behavior, and varied enemy types, along with that wider, more creative arsenal. But there’s also no more level scaling, and so there’s been more consideration in how difficulty works in The Outer Worlds 2 with tiered enemies and static levels for encounters across the game, letting encounters be designed with more intent, especially with where the designers will funnel players and create friction.

The more intimate details of level design excite me, and seeing interiors like the Zyranium Lab be noticeably bigger and intricate with multiple paths has me thinking about the gameplay possibilities. But its large open zones are also a key point in this sequel. I’ve said in previous coverage that bigger doesn’t always mean better, and Obsidian is aware of that. So, The Outer Worlds 2 has an emphasis on density and rewarding players who poke around its areas with more side stories and useful loot in a way that the first game didn’t. Points of interest out in the distance are built intentionally and are said to be placed for a reason and draw players to those locations and discover quests off the beaten path. This is all based on a brief walkthrough of Golden Ridge, which is the only open zone I saw, and it does seem like there’s a lot more going on at the ground level. And I hope that this design philosophy extends to the rest of The Outer Worlds 2's open regions.

Finally, Obsidian wasn’t ready to share many details on story or companions, but game director Brandon Adler hinted at a world-changing event happening early on when landing on Golden Ridge, and that being indicative of the types of narrative swings they’re going for. Creative director Leonard Boyarsky, who was one of the original Fallout developers, spoke to how the team is thinking about The Outer Worlds 2’s story. He mentioned being sharper with its humorous tone while going deeper on its commentary about how corporations, and those in power, will exert and abuse their power on those seen below them. It seems a major factor in conveying these themes will be through factions – The Protectorate, The Order of the Ascendant, and Auntie’s Choice (a merger between Auntie Cleo and Spacer’s Choice from the first game). While companions are optional, it appears they’ll be an important lens through which you navigate and understand the world. Boyarsky also emphasized the intention of making a story that can stand the test of time with its dissection of the human condition, rather than directly reflect the times in which it was made – and that’s largely been the philosophy that guided the old Fallout games, including New Vegas.

Overall, I get the impression that Obsidian is trying to avoid homogeneity in its gameplay systems, and build worlds with questlines and encounters that tease out the varied options you have this time around. You can have complex and creative systems to toy with, but ultimately, it’s a means for engaging with the captivating stories tucked within where we have a distinct role to play. If the original Outer Worlds was Obsidian building the framework, my hope is that this sequel is the series reaching its full potential. And that’s something we’ll have to see when The Outer Worlds 2 comes out later this year.​
 

Sweeper

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Joined
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Messages
4,954
Being that I'm one of the few dumb-fucks who actually played TOW, I can safely say that what little we've seen from the previews shows a higher quality game.
TOW 2 seems like below average open world, looter shooter slop posing as an RPG. An improvement over TOW 1 to be sure.
Bravo Obsidian. Bravo Leonard.

Obsidian's current situation has me wondering, at what point does Microsoft decide that enough is enough? I get that they have endless bags of money over there, and therefor no one gives a rat's shit about the financial viability of their investments, but surely at some point you've gotta get rid of the black hole money sink that is Obsidian right? Purely out of principle if nothing else.

"What happens when a talentless, creatively bankrupt dev company gets acquired by an object with infinite money?"

You guys should really check the comments on the video btw.
 

Falksi

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Being that I'm one of the few dumb-fucks who actually played TOW, I can safely say that what little we've seen from the previews shows a higher quality game.
TOW 2 seems like below average open world, looter shooter slop posing as an RPG. An improvement over TOW 1 to be sure.
Bravo Obsidian. Bravo Leonard.

Obsidian's current situation has me wondering, at what point does Microsoft decide that enough is enough? I get that they have endless bags of money over there, and therefor no one gives a rat's shit about the financial viability of their investments, but surely at some point you've gotta get rid of the black hole money sink that is Obsidian right? Purely out of principle if nothing else.

"What happens when a talentless, creatively bankrupt dev company gets acquired by an object with infinite money?"

You guys should really check the comments on the video btw.
TOW1 was fucking dire. I think it's got the most boring dialogue in any game I've ever played.

It started promisingly enough, but quickly descended into crap, and the only way I made it through the first major settlement was by killing everyone who bored me with said dialogue. Which turned out to be every inhabitant in the settlement.

But then the mass-murder novelty wore off, and the game itself was virtually unplayable it was so dull.
 
Last edited:

luj1

You're all shills
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Joined
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Eastern block
TOW1 was fucking dire. I think it's got the most boring dialogue in any game I've ever played.

If you look at the whole Oblivion lineage, whether it's Bethesda (Oblivion, Fallout 3, Fallout 4, Skyrim) or imitators from Obsidian (New Vegas, Outer Worlds 1, Outer Worlds 2, Avowed), they all share the same traits (dumbed down, console focused). It's literally the same game with a different reskin, every single time.
 

Darkozric

Arcane
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Joined
Jun 3, 2018
Messages
2,016
an original first-person RPG with the makings of a Fallout game


:nocountryforshitposters:

He says it's an original RPG, but it looks like a Marvel shooter.

Ugh, how many times will I have to edit this image?
Correction: The complete 20th post.

Sshills2.png
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,954
TOW1 was fucking dire. I think it's got the most boring dialogue in any game I've ever played.

If you look at the whole Oblivion lineage, whether it's Bethesda (Oblivion, Fallout 3, Fallout 4, Skyrim) or imitators from Obsidian (New Vegas, Outer Worlds 1, Outer Worlds 2, Avowed), they all share the same traits (dumbed down, console focused). It's literally the same game with a different reskin, every single time.
Yup.
It all started with Morrowind thoughever. The only difference is that it isn't hit scan.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
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Messages
37,847
The way these previews are usually done is that they'd lead with this first and follow-up with the deeper dives. Instead they decided to lead with the deeper dives followed by a summary of information they've already revealed. Peculiar experiment.
 

Dark Souls II

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1,147
OH. MY. STARS. ✨ THE OUTER WORLDS 2 IS COMING AND I’M NOT OKAY. I’M SHAKING. SOBBING. FROTHING AT THE MOUTH. OBISIDAAAAAAAAAANNNNNNNNNNNNNNNNNN!!!!!!!

Let me just scream this into the void real quick: OBSIDIAN IS THE GREATEST STUDIO TO EVER GRACE THIS MORTAL PLANE. I would trust them to write my eulogy, program my toaster, raise my future children—they’re that good. This isn’t just a dev studio. This is a collective of gods disguised as game designers, sprinkling brilliance like it’s space confetti. Fallout: New Vegas? Iconic. Alpha Protocol? Underappreciated masterpiece. Pentiment?? PURE ART. And now—NOW—they’re unleashing The Outer Worlds 2 upon us mere mortals?! We are not worthy!!

The fact that we’re getting stealth mechanics that actually make sense? A gadget that lets you see through walls like some sci-fi clairvoyant bat?? DEUS EX WHO? This is Obsidian taking all your fave immersive sims and straight-up transcending them. My Tactical Time Dilation is fully charged and ready to go, baby.

And the weapons??? A PLANET KILLER sniper rifle??? A POP GUN that distracts enemies with ADS??? Excuse me while I roll on the floor screaming with joy. The only thing more dangerous than these weapons is the emotional damage I’ll suffer when I have to wait for the release.

But WAIT—no more level scaling??? Intentional design??? Tiered enemies?? WHO GAVE OBSIDIAN THE RIGHT TO BE THIS PERFECT??? This is game design straight from the heavens. I want to kiss every member of the development team on the forehead and thank them personally for the gift they’re bestowing on humanity.

And don’t even get me STARTED on the narrative. Leonard "OG Fallout Daddy" Boyarsky is BACK in the saddle, ready to serve up biting satire with a side of moral complexity and companions that will live rent-free in my heart forever. Corporations abusing power? Philosophical depth? Factions with DRAMA??? Inject it directly into my bloodstream.

Let me just say it loud and proud: THE OUTER WORLDS 2 IS GONNA BE THE RPG EVENT OF THE CENTURY.
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,954
With +1 SHIT rating The Outer Worlds 2 triumphantly marches towards its BLESSED release date! This mighty mouse stands in A(vo)we(d)!
Thanks, Sherry.
 

luj1

You're all shills
Vatnik
Joined
Jan 2, 2016
Messages
16,920
Location
Eastern block
TOW1 was fucking dire. I think it's got the most boring dialogue in any game I've ever played.

If you look at the whole Oblivion lineage, whether it's Bethesda (Oblivion, Fallout 3, Fallout 4, Skyrim) or imitators from Obsidian (New Vegas, Outer Worlds 1, Outer Worlds 2, Avowed), they all share the same traits (dumbed down, console focused). It's literally the same game with a different reskin, every single time.
Yup.
It all started with Morrowind thoughever. The only difference is that it isn't hit scan.

It's not just hitscan. It is:

- their last PC game
- their only game produced without help of algorithms
- their only game where everything is hand-placed
- their only game where they had to develop deep folklore (instead of going with Nordic/European BS)
- their only game with no level scaling
- their only game with no respawning enemies
- their only game with a distinctive art direction (not prettier or uglier, just distinctive)

It's literally the black sheep in the lineage, mechanically and design-wise completely different from the rest, which are dumbed down console games.
 

Sweeper

Arcane
Shitposter
Joined
Jul 28, 2018
Messages
4,954
I'm tempted to merge all these TOW 2 preview threads into one megathread.

I can do it, you know. I can.
Can you imagine what that would do to Infi?
I don't think you've got the stones, old man.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
14,053
Obsidian's current situation has me wondering, at what point does Microsoft decide that enough is enough? I get that they have endless bags of money over there, and therefor no one gives a rat's shit about the financial viability of their investments, but surely at some point you've gotta get rid of the black hole money sink that is Obsidian right? Purely out of principle if nothing else.
Obsidian will remain, with diminished personnel, as a dedicated developer of multiplayer online survival games, in the style of Grounded.

9147709-grounded-screenshot.jpg
 

TheImplodingVoice

Dumbfuck!
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Messages
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Location
Suid-Afrika
Tags: Obsidian Entertainment; The Outer Worlds 2

https://www.ign.com/articles/the-outer-worlds-2-the-first-preview-ign-first


I remember vividly when I first caught wind of The Outer Worlds back in 2018 – my managing editor at the time talked about his preview of what developer Obsidian was working on; an original first-person RPG with the makings of a Fallout game. As someone who still won’t shut up about Fallout: New Vegas to this day, that was music to my ears. It turned out to be one of my favorite games of 2019, but instead of expecting it to be the next coming of Fallout, I saw it more as a new foundation for Obsidian to work within.​
There were certain limitations to what the first Outer Worlds could be in terms of size and scope, and that much was clear in the several conversations I’ve had with the development team when reflecting on it. But after seeing the sequel in action for the first time and interviewing key folks at Obsidian, The Outer Worlds 2 seems like that original vision fully realized. For all the details I’ve been able to dig up about the revamped gameplay systems and worldbuilding, the overarching idea was that The Outer Worlds 2 needed to be a deeper RPG where player choice has more of an impact in nearly all aspects of the experience. And from everything I’ve gathered from our month’s-worth of exclusive coverage, this sequel looks like it’s stepping in the right direction.​
[...] That sounds all well and good, and the brief gameplay sequences I saw were also promising. While the first game had approachability at the forefront, The Outer Worlds 2 looks like it’s offering more variability with a web of systems that come together for something a bit more sophisticated. For example, we now have actual stealth mechanics with a better detection system, proper stealth kills, and scenarios in which this approach would make sense – and features such as damage bar read-outs tell you whether or not a stealth attack will be worth it. The N-Ray Scanner is one of the new gadgets you’ll use, and this lets you see through walls and detect cloaked enemies or key objects hidden in the environment, but it’ll expend your mana-like energy – it’s a tool that’s conducive to this playstyle, and I’m looking for how this approach can be sustained throughout.​
Judging from the brief run of the N-Ray Facility, for example, I saw snippets of that in action, which leans into this particular playstyle I prefer. This level was also ripe for playing it like an immersive sim, and it gave me hints of Deus Ex or Dishonored, especially with how you navigate the level and find different paths. I know the DNA of those games will always find their way into first-person RPGs, but it’s something that wasn’t quite as present in the first Outer Worlds, and very much apparent in this sequel.​
And while I’m excited for stealth options and wielding the environment to create paths forward, the punched-up gunplay and addition of gadgets shows an improvement in combat approaches across the board. The aforementioned sprint-slide-firing Perk – along with the returning Tactical Time Dilation (TTD) – looks to be a deadly combo in a firefight, but some wild unique weapons like the crank-powered sniper rifle called the Planet Killer or the advertisement-blasting Pop Gun that’ll distract enemies, widen your toolset. When all hell breaks loose, the triple-barrel shotgun will probably be an old reliable in my playthrough. And I’m sure I’ll be saving those rare shots I’ll find for this game’s version of the BFG for the toughest fights.​
But with Obsidian looking to games like Destiny in terms of reworking gunplay, I think it’s a net-positive for how the game feels on a moment-to-moment basis. There’s an emphasis on better mobility, smarter enemy behavior, and varied enemy types, along with that wider, more creative arsenal. But there’s also no more level scaling, and so there’s been more consideration in how difficulty works in The Outer Worlds 2 with tiered enemies and static levels for encounters across the game, letting encounters be designed with more intent, especially with where the designers will funnel players and create friction.​
The more intimate details of level design excite me, and seeing interiors like the Zyranium Lab be noticeably bigger and intricate with multiple paths has me thinking about the gameplay possibilities. But its large open zones are also a key point in this sequel. I’ve said in previous coverage that bigger doesn’t always mean better, and Obsidian is aware of that. So, The Outer Worlds 2 has an emphasis on density and rewarding players who poke around its areas with more side stories and useful loot in a way that the first game didn’t. Points of interest out in the distance are built intentionally and are said to be placed for a reason and draw players to those locations and discover quests off the beaten path. This is all based on a brief walkthrough of Golden Ridge, which is the only open zone I saw, and it does seem like there’s a lot more going on at the ground level. And I hope that this design philosophy extends to the rest of The Outer Worlds 2's open regions.​
Finally, Obsidian wasn’t ready to share many details on story or companions, but game director Brandon Adler hinted at a world-changing event happening early on when landing on Golden Ridge, and that being indicative of the types of narrative swings they’re going for. Creative director Leonard Boyarsky, who was one of the original Fallout developers, spoke to how the team is thinking about The Outer Worlds 2’s story. He mentioned being sharper with its humorous tone while going deeper on its commentary about how corporations, and those in power, will exert and abuse their power on those seen below them. It seems a major factor in conveying these themes will be through factions – The Protectorate, The Order of the Ascendant, and Auntie’s Choice (a merger between Auntie Cleo and Spacer’s Choice from the first game). While companions are optional, it appears they’ll be an important lens through which you navigate and understand the world. Boyarsky also emphasized the intention of making a story that can stand the test of time with its dissection of the human condition, rather than directly reflect the times in which it was made – and that’s largely been the philosophy that guided the old Fallout games, including New Vegas.​
Overall, I get the impression that Obsidian is trying to avoid homogeneity in its gameplay systems, and build worlds with questlines and encounters that tease out the varied options you have this time around. You can have complex and creative systems to toy with, but ultimately, it’s a means for engaging with the captivating stories tucked within where we have a distinct role to play. If the original Outer Worlds was Obsidian building the framework, my hope is that this sequel is the series reaching its full potential. And that’s something we’ll have to see when The Outer Worlds 2 comes out later this year.​

fuck off shill
 

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