
Experiencing The Outer Worlds 2 as a seasoned Fallout player was like stepping through a gateway to a galaxy where wit is more powerful than any laser weaponry. Microsoft graciously allowed me early access to their forthcoming role-playing game, which can be likened to a complete introduction, and it swiftly immersed me in an engaging universe brimming with quick wit and high tension.
Right from the start, it became evident that the game takes pleasure in satirizing corporate dystopias and bureaucratic absurdities, subtly suggesting deeper, more thought-provoking themes. With such a vibrant and engaging world, I was excited to find out if the gameplay, mechanics, and storyline live up to the cleverness and grand vision that Obsidian Entertainment is famous for.
Following multiple sessions with the preview version, my response can be seen as subtly layered and potentially complex. It’s clear there’s a lot of potential, but there are also noticeable inconsistencies that set it apart from its forthcoming successor.
The Outer Worlds 2’s Character Backgrounds Makes Characters Feel Distinctly Different

The preview for The Outer Worlds 2 began with a witty and humorous introduction, leading straight into character creation. Although the character customization system isn’t the most comprehensive I’ve encountered, it offered a significant sense of control. The backstory options turned out to be particularly engaging. Selecting one didn’t merely alter dialogue text; instead, it influenced the types of discussions I could engage in. For instance, my Ex-Convict background resulted in self-serving, bold dialogues, whereas selecting a Renegade character steered me towards devious, law-evading choices. These subtle differences made conversations feel uniquely tailored to my character.
The abilities I possessed held equal importance. Hacking allowed me to manipulate and deactivate robots. Stealth provided me with an unconventional pathway through the prologue. Lockpicking granted me entry to treasures and concealed areas, always giving me a sense of accomplishment upon unlocking a lock. The cosmetic customization was standard, offering sliders and hairstyles, but I enjoyed being able to fit prosthetic limbs for added character. The aesthetics were enhanced with layered traits, offering an intriguing dilemma between reward and risk. One trait granted me a single substantial bonus without any drawbacks, but accumulating multiple meant I had to accept a detrimental trait that significantly impacted gameplay. While some might find this trade-off challenging, I appreciated having the freedom to make that decision myself.
I attempted various levels, ranging from Easy to Extremely Difficult. As expected, the Extremely Difficult level was quite challenging indeed. The enemies were remarkably precise in their attacks and seemed to pack the force of trucks. Even a single mistake could prove fatal, leaving me dead frequently, giving the impression that the game meant business right from the start.
The Outer Worlds 2’s Choice-Driven Gameplay Really Matters, But There Are Limitations

In this rephrased version, I’ve attempted to make the text more conversational while maintaining the original meaning:
I found myself assuming the position as Earth Directorate’s Commander, a kind of super-cop with the mission to eradicate corruption across the universe. My first assignment led me to Horizon Point, an off-limits research facility beyond the Directorate’s authority. Since our presence there wasn’t officially sanctioned, we had to rely solely on my elite team for success. If we didn’t succeed, the Directorate would disavow any involvement, not because they were afraid of failure but rather due to legal loopholes that prevented them from offering assistance.
I found that hook quite appealing. It imbued the story with a delicate balance, suggesting that authority could crumble at any moment. Furthermore, it made my team members seem significant, and they quickly emerged as distinct characters. The well-crafted writing and convincing voice acting really brought these characters to life. From the enthusiastic Niles to the sarcastic Helan, among others on my ship, their personas felt authentic. This was further enhanced by my Background and Traits, which often made it seem like the dialogue was tailored specifically for my Commander. I had instances where I chuckled, where I could be calculating, and where I embraced practicality. The variety in these interactions made conversations engaging, and I relished the array of choices available to me.
As a passionate gamer diving into Obsidian’s latest offering, I can confidently say that their knack for choice-driven gameplay shines brighter than ever. In my hands-on experience with the preview, it’s crystal clear that they haven’t deviated from this winning formula one bit.
tense, quiet, almost puzzle-like compared to the frenetic firefight in my earlier playthrough.
What struck me the most was that these weren’t minor alterations; instead, choosing this path during my covert mission unveiled a previously unexplored region where I could incapacitate the enemy machinery. This action permanently neutralized them throughout the gameplay session, leading to an unusual encounter where I engaged weaker adversaries rather than the usual hostile robots. It felt like two distinct missions, with stealth proving undeniably more effective compared to the alternative route.
Although my commander and squad were portrayed as an elite fighting force, we were surprisingly poorly equipped for our battles against heavily armored robots. This inconsistency between the narrative and gameplay created a confusing impression, making me feel more like a weakened team rather than the powerful enforcers I was supposed to be. The gameplay constantly underscored how underpowered we truly were, which contradicted the high-stakes, dangerous mission atmosphere that was being built up in the storyline.
In simpler terms, the game started off as a Role-Playing Game (RPG) with progression through gear, but the actions during combat didn’t align with the expected feel of being a seasoned Commander. Instead, I found myself struggling and feeling more like an inexperienced rookie in the wrong universe. This mismatch between gameplay and narrative took me out of the story and made it harder to believe that I was part of a powerful Directorate team. However, there’s hope that this inconsistency might be addressed as the game progresses. For now, during the preview, it seemed to be a significant issue that detracted from the overall enjoyment. The disconnect between gameplay and narrative was noticeable and had a negative impact on my experience.
There’s Hope for The Outer Worlds 2, But the Combat Feels Lost

In essence, The Outer Worlds 2 essentially maintains its identity as a first-person shooter, although an alternative third-person perspective is available, which I found somewhat awkward and opted not to use. The gunplay was functional but not extraordinarily impressive using the initial weapons, while melee combat turned out to be more substantial than anticipated. The combination of light and heavy attacks, blocking, and strategic sneak strikes gave melee a satisfying rhythm. For me, the standout feature was the Time Dilation device. Pausing the world to align shots or reposition added a tactical depth to combat. I appreciated that firing during dilation depleted it more rapidly as it encouraged strategic thinking instead of continuous use.
In The Outer Worlds 2, the skills you possess directly impact your gameplay experience. Activities such as hacking, engineering, and lockpicking regularly provide multiple paths or solutions for overcoming challenges. In addition to these core abilities, perks serve as an extra layer of character advancement. Although I didn’t have a chance to test them out during the preview because of the absence of experience points, simply reading through some of the available perks made me chuckle. For instance, the Serial Killer Perk allows you to extract human hearts from suitable corpses for additional health – it’s gory, ridiculous, and quintessentially Outer Worlds. The list was filled with gameplay-altering perks like this one, which gave me a delightful sense of anticipation as someone who enjoys customizing characters in RPGs.
At the end, I found myself with a blend of emotions, leaning towards optimism. The writing, humor, and interactive design were spot on for what I desired, but the battles often fell short of delivering the excitement I anticipated. Even at the highest difficulty level, enemy interactions seemed repetitive and lacked the impact or tension that the story teased. My initial weapons left me feeling inadequate, and the gunfights lacked the sense of urgency or gravity that the plot suggested. However, stealth sequences were more immersive compared to combat-focused ones, hinting that even top-tier tactics couldn’t fully compensate for encounters that otherwise felt dull.
At the conclusion of my preview, I was quite taken by the writing, humor, and interactive gameplay aspects, yet felt a tinge of letdown regarding the combat. The narrative and character development were captivating, inciting my curiosity to delve into various routes and character builds. Regrettably, combat was more functional than extraordinary, seldom living up to the sharpness of the story’s wit or the high drama it portrayed.
The sequel to The Outer Worlds, titled The Outer Worlds 2, is planned for release on October 29, 2025. It will be accessible on PC platforms like Steam, Epic Games, and Battle.net, as well as the PlayStation 5 and Xbox Series X|S consoles. At the moment, pre-orders for the game are open.
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2025-08-27 16:15