
Following the release of Avowed, Microsoft is continuing its success with role-playing games, and The Outer Worlds 2 looks to build on that momentum. While the first Outer Worlds game, released in 2019, received a mixed reception and was often compared to Fallout: New Vegas, this sequel is exactly what the series needed. The Outer Worlds 2 doesn’t drastically change the formula, but it refines the original game’s concepts and delivers a polished, unique experience.
Instead of exploring the Halcyon star system like in the first game, this time you’ll journey through Arcadia, a new area with several detailed and vibrant planets. These planets are packed with things to discover and a huge number of missions and side quests to complete.
You used to work for the Earth Directorate, the organization that connects Earth with its colonies. Now, you need to investigate a dangerous rift, find a way to close it, and bring an end to the conflict between the warring factions.
The game picks up after the events of the first one, with a new threat emerging from Auntie’s Choice. This powerful company was formed by merging the two biggest corporations from the previous game, and they’ve invaded Arcadia, creating a dangerous rift that could destroy the entire planet. Auntie’s Choice is now at war with the Protectorate, the governing body of Arcadia, fighting for control of the system. You play as a former member of the Earth Directorate, the organization connecting Earth with its colonies, and your mission is to uncover the truth behind the rift, find a way to close it, and ultimately bring an end to the war.
It sounds like a big challenge, doesn’t it? But that’s typical of The Outer Wilds – the game is consistently lighthearted, and almost every character cracks jokes or makes witty comments. For instance, even a massive, planet-destroying rift is treated casually; your companion considers it a “low to medium priority” threat since it’s still 6-8 years away from impact.
Honestly, I loved how the game let me be a bit of a wildcard. You’re supposed to be this super-spy for the Earth Directorate, but you mostly just bumble through situations, talking or shooting your way out of trouble, and everyone notices! It was so fun leaning into that. I built my character entirely around charm and combat skills, ignoring things like science or leadership. It felt perfect for the kind of agent I wanted to play – a bit of a lovable mess who somehow gets the job done.
One of the best things about The Outer Worlds 2, compared to other recent western RPGs, is how it lets you create a character and play the game your way, while still offering meaningful ways to improve and change things, even late in the story. It uses familiar skill points and perks that work together, and I especially liked how focusing on Speech and Guns allowed me to unlock perks every couple of levels that matched my preferred play style. These perks were tied to specific skill levels, which felt really rewarding.

The more you play, the more you’ll find that the story and missions offer the same open-ended possibilities and choices as the gameplay itself.
The game also introduces Flaws, powerful effects that can significantly change how you play. These can alter things like your speed, damage output, perks, or even how much gear you can carry, but they always come with a serious drawback. You can choose to accept or decline a Flaw when it appears, but if you accept, it’s permanent for that entire playthrough. During my 25 hours with the main story, I encountered about a dozen Flaws and only took two. One of those gave me an extra skill point each time I leveled up, but it restricted me to only improving my weakest stat.
Focusing on a few core strengths was simpler thanks to this system, but it also felt like it forced me into a specific way of playing. I didn’t like some of the downsides offered – like one that made me move slower when crouching and alerted enemies with a popping sound, or another that reduced my initial damage but increased it when my companion attacked. I was impressed by how many different flaws there were and how often they appeared, which really added to the game’s replayability alongside the existing options for skills, perks, and character backgrounds.
As you progress in the game, you’ll find this sense of freedom carries over to the story and its missions. Take, for instance, an early task where you need to cross a wide ravine. The only bridge is heavily guarded, and it doesn’t seem like there are any other routes. You can choose to help the guards with a problem, side with a different group who knows a secret path, or simply fight your way across.

“Over the course of those dozens of hours, these choices add up in a meaningful way.”
The later parts of the game are a bit more linear, but it excels at making you feel like your earlier efforts truly paid off and that you actively built your success. You can usually force your way through challenges with combat, even if it’s not the cleanest solution.
I spent so many hours playing, and it really struck me how much my choices mattered! The story itself isn’t groundbreaking, but it’s a fantastic backdrop for all the decisions you get to make and the ideas it explores. Basically, you’re still trying to fix the rift and end the war, but how you do it is totally up to you. You can support either side, or even play both, and that really changes how characters and entire groups see you, and even affects the game world. There’s this one group, Auntie’s Choice, who are like ridiculously powerful corporations – almost comically so! – and then you’ve got the Protectorate, who are the current, pretty awful rulers of Arcadia.
Neither choice is ideal, but the game clearly shows you the consequences of your decisions and how they impact the story. The main issue is that the game’s complex terminology and backstory can be confusing, especially since characters often speak sarcastically or playfully. The in-game encyclopedia isn’t helpful enough – it doesn’t compare to the detailed lore systems found in some other games.
Although you likely know the general story, the characters are compelling and feel authentic, particularly as the game progresses. You’ll make a lot of choices through dialogue, and the game often tests your skills – failing a check or lacking the right perk can have serious consequences.

“When you’re out in the world, gunplay and exploration are king.”
Often, you’ll find opportunities to use information gathered from computers or conversations to peacefully resolve conflicts or sway people’s views, and it’s really satisfying when you can talk your way out of a fight. I’m also curious about the different outcomes I didn’t experience, and I’m looking forward to playing again to explore those alternative paths, especially by choosing different skills and character traits.
The open world feels much better than the first game, especially when it comes to combat and discovering new things. Guns now feel powerful and realistic, with a wider range of options – different types of weapons and ammo – and each one handles uniquely. You’ll quickly find a few favorites, like my shock cannon and reliable revolver.
Combat is designed to work with your gadgets, including the returning ability to slow down time. There are also new gadgets like N-Ray goggles, which let you see through walls, and the Deflection Apparatus, which creates a temporary shield. While these gadgets aren’t revolutionary and still feel reminiscent of older Fallout games, they add a fun element to the gameplay and encourage you to experiment with different approaches.
When you’re not fighting, exploring the world is a really enjoyable part of the game. The environments are large, gorgeous, and vary greatly, from the vibrant, colorful landscapes of Eden to the dark and intriguing areas of Praetor. While you’ll occasionally find empty houses with just a few coins, you’ll more often stumble upon plenty of side quests and valuable rewards during your travels.

“I never found myself bored while trekking or even backtracking through any of the planets.”
Exploring the game world feels rewarding because interesting things are always happening. You might stumble upon a note hinting at a quest, which can lead to a whole new storyline if you take it to a town. Or you might witness unexpected, amusing events that either stand on their own or kick off another quest. I never felt like I was wasting time, even when traveling or revisiting areas, because there was always something new and exciting to discover, and the game consistently delivered on that promise.
The Outer Worlds 2 is a significant sequel that builds upon the strengths of other games in the genre, with improvements in almost every area. While some changes are small, features like the Flaws system, detailed conversations, and enhanced combat feel like substantial advancements.
Arcadia boasts stunning, expansive environments and truly memorable characters. The gameplay, including both combat and exploration, is top-notch, making it one of the best western RPGs released recently and solidifying the series’ place among the very best in the genre.
This game was reviewed on the Xbox Series X.
Read More
- Gold Rate Forecast
- Wednesday Season 2 Completely Changes a Key Addams Family Character
- 10 Most Badass Moments From Arrow
- Jimmy Kimmel Slams ‘Angry Finger Pointing’ Following Charlie Kirk Shooting After Building a Career off Angry Finger Pointing
- Age of Empires IV: Anniversary Edition coming to PS5 on November 4
- Dynasty Warriors remastered title and Dynasty Warriors: Origins major DLC announced
- Jon Cryer Says He Was Paid “a Third” of Charlie Sheen’s Salary
- Black Phone 2 Review: The Sequel to Blumhouse’s $160M Hit Is a Disappointing Elm Street Copycat
- Atomfall: All Endings Explained
- New Mortal Kombat 2 Poster Is Not What Fans Expected (But It Rules)
2025-10-23 17:14