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Obsidian Entertainment On The Lessons Learned From The Outer Worlds

October 17, 2025
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The launch of The Outer Worlds 2 is correct across the nook – it hits PlayStation 5, Xbox Collection X/S, and PC on October 29 (or on October 24 in case you purchase the dearer Premium Version). Forward of that launch, and as a part of Recreation Informer’s cowl story protection for the sport, we spoke to Obsidian Leisure concerning the classes it discovered from the primary Outer Worlds that it utilized to creating this sequel. The most important takeaway is that even earlier than the discharge of The Outer Worlds, Obsidian knew that if it have been to create a sequel, it wished to go greater in each means. Director Brandon Adler tells us, “The cool half concerning the response [to the first game] was folks have been actually form of enthusiastic concerning the world and the IP itself [and] that naturally lends itself to folks wanting a sequel.”After they’re speaking about it, they need extra. After we did consumer analysis, once we talked to folks, what got here again was the most important – I would not name it a grievance – however the greatest issues they wished from future merchandise have been to enlarge areas, ‘make extra stuff for us. We wish to expertise extra of this, we wish a little bit extra gameplay size.’ And so these have been straightforward issues for us to focus on as we have been form of going by way of all of it.”  Adler continues, explaining that even earlier than The Outer Worlds launched in 2019, Obsidian had a big listing of issues it wished to do in a sequel. He says, “We wished to permit for extra reactivity in the direction of both the participant builds or issues that have been happening, when it comes to role-playing issues. And so for me personally, it was essential that we’ve very detailed, not solely character creation, however character development, as you are going by way of the sport. That goes for our perks, our flaws, every thing else you may construct round your characters, and that is actually necessary to seek out these cool and enjoyable combos and methods to role-play your character.” Adler says it is not sufficient to have just a few gameplay results in fight and dialogue primarily based in your construct – Obsidian needs the entire world reacting to you. He says The Outer Worlds 2 will always be checking your RPG stats, whether or not that is abilities, perks, your background, objects held, tools you’ve, and knowledge you’ve got found. “We began from the start, ensuring we hit actually, actually arduous on these issues, and I feel we have achieved a very good job of creating that work all through the whole course of.” Artistic director Leonard Boyarsky responded by explaining that the dearth of restrictions in The Outer Worlds 2, in comparison with the primary recreation, is an enormous spotlight. “I preserve going again to, sadly, on the bottom recreation, we have been very restricted in what we may do,” he says. “We won’t have a call you make minimize off 10% of the sport when the sport’s 20 to 30 hours lengthy. That is simply not going to occur, however we could not make a a lot greater recreation due to the place we’re at. We have been like, ‘If we do a sequel, we all know it must be greater. We all know we have to return to our roots when it comes to deeper RPG reactivity.’ So we had all these items we could not do within the base recreation that we have been simply ready to sort out on this subsequent one.”

Boyarsky remembers discussing what the crew needs to do subsequent when diving into The Outer Worlds 2 growth and the way straightforward the dialog went as a result of Obsidian already had a laundry listing of issues it could not do within the first recreation it wished to do. Adler chimes in to say that is why engaged on a sequel is less complicated in quite a lot of methods. “We have now a base, we all know what the tone of the sport must be, we all know primary stuff, like learn how to construct out a stage and what the participant’s going to be doing in them,” he says. “We do not have to spend so much of time prototyping, [so] we will as an alternative spend quite a lot of our time the place we have been, the place we wish to be, and determining learn how to bridge that hole.”Boyarsky agrees with Adler, noting that the primary recreation was tougher as a result of he and co-creator Tim Cain needed to create the imaginative and prescient and tone of the universe. With that established, it not has to level to different properties or references to assist folks perceive what this sequence is – it may well level proper to the primary recreation. 

As Obsidian prepares for The Outer Worlds 2 to be in folks’s arms this month, Recreation Informer requested Boyarsky and Adler about their ideas on the reception to the primary recreation. Boyarsky says he was actually hopeful that individuals would really like The Outer Worlds, but in addition involved due to its measurement in comparison with different Obsidian video games. “I knew one in every of our targets was to ship a very polished recreation, which, when making a hardcore RPG, could be very troublesome at occasions; to get that polish when you’ve so many paths by way of. “Some folks have been a little bit bit disillusioned within the size or a few of the lack of complexity that they affiliate with Obsidian video games up to now, however there was an enormous outpouring of affection and appreciation for the sport, only for what it was, and that was actually heartening. I actually was considering it was going to reside or die on our writing and our characters and lots that Obsidian is understood for, and folks appeared to reply to that stuff very well, so it was an ideal response for us.”Although Adler did not work on The Outer Worlds, he says he is at all times naturally pessimistic about any recreation’s launch as a result of it is inconceivable to disregard the issues he could not do or repair in time. “We at all times assume, ‘Oh my gosh, it is the worst recreation on the planet, how may anyone ever love this factor?’ after which it comes out and also you get this big outpouring of affection, and then you definately assume, ‘Oh that is proper, we all know learn how to make good [games].”Recreation Informer’s cowl story for The Outer Worlds 2 is out there to learn proper now in case you’re a subscriber (and this difficulty is delivery to mailboxes as we communicate). For extra, try this listing of 8 enjoyable details about The Outer Worlds 2’s first biome, Paradise Island, after which try this unique gameplay phase showcasing Paradise Island. After that, examine how there are pets (that you would be able to pet) in The Outer Worlds 2, after which try this story about how third-person gameplay made its means into The Outer Worlds 2. Earlier than heading into The Outer Worlds 2, learn up on Recreation Informer’s story about whether or not or not the primary recreation’s endings matter within the sequel. What is the greatest lesson you hoped Obsidian discovered from The Outer Worlds? Tell us within the feedback under!



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