
Obsidian Entertainment playfully teased players who purchased the $100 Premium Edition of their new RPG, The Outer Worlds 2, using a special in-game ‘Flaw.’ Reddit user Disenchantor spotted the joke and shared a screenshot on the game’s subreddit, as reported by GamesRadar.
This negative trait is called Consumerism, and it’s jokingly said to exist because players like you make marketing successful. Aside from the humorous description, it also impacts gameplay: vendor prices are 15% higher, and you’ll receive 10% less money when selling items. However, players who don’t want these downsides can choose to avoid taking the Flaw.
According to the Earth Directorate, your weakness is excessive consumerism. They claim you’re easily influenced by marketing and prefer making purchases to managing your finances. The description simply labels it as a ‘Flaw’ and states you’re the reason their advertising is so effective.
Players who purchased the Premium Edition of The Outer Worlds 2 and gained early access are uncovering more of the game’s “Flaws.” One Reddit user, Hefty-Paramedic1934, recently shared a picture of a Flaw they received for skipping dialogue. This Flaw, called “Foot-In-Mouth Syndrome,” gives players a 15% experience boost, but also causes the game to make random choices for them.
The game describes this ‘Flaw’ as making you rush through conversations and dislike talking to people. As a result, after a short time, your dialogue choices are selected at random. However, this also gives you a bonus to all the experience you earn in the game.
Players who purchased the Premium Edition of The Outer Worlds 2 are already playing, but everyone else will need to wait until October 29th when it launches on PC, PlayStation 5, and Xbox Series X/S. Recently, the developers have shared several details about the RPG. Last week, directors Brandon Adler and Matt Singh discussed the game’s companions – how players can build relationships with them, and even get into conflicts if their values clash.
Singh emphasized the importance of making the characters feel like individuals with their own desires and reasons for acting. Players can earn their loyalty and have them fight by their side, but characters won’t hesitate to react if the player goes against what they believe in. This could lead to disagreements, the character leaving, or even a deadly confrontation. However, building a strong relationship will ensure they remain a steadfast ally.
Adler also explained that players shouldn’t worry about their companions suddenly turning against them. He assured them that companions will give clear signals before becoming hostile, providing ample warning.
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2025-10-28 18:17