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Playing "The Outer Worlds 2": smaller than "Starfield", but with more humour

Philipp Rüegg
27.8.2025
Translation: machine translated
Pictures: Philipp Rüegg

A large portion of humour, playful freedom and a pinch of capitalism satire are the core elements of "The Outer Worlds 2". I have already been able to try out Obsidian's new action role-playing game.

After «Starfield» failed to ignite for many, the next space action role-playing game from an Xbox studio is about to launch. Obsidian is baking slightly smaller cakes and is aiming for a 20-hour adventure rather than one with 50 hours or more. This already worked well for the 2019 predecessor. After the short Gamescom demo, I'm optimistic that the second attempt will be even better.

The intro already provides a flavour of the absurdities that await me in «The Outer Worlds 2». With its exaggerated style, it reminds me of a mixture of 50s sci-fi series and «Helldivers 2». The developer studio has opted for the tried-and-tested retro future with a pinch of steampunk. At one point, the intro suddenly pauses and the narrative voice says: «Is this the end of our crew? Tune in again next week». Exactly my kind of humour.

In a short mission briefing, I am told that I am to infiltrate the Arcadia colony. This is where the jump drives for spaceships are manufactured. Without them, travelling in space is impossible. For some unknown reason, they suddenly cause cracks in space and time. In order to investigate these anomalies, we have to steal a certain device - ideally unnoticed, because the Earth Directorate, for which we work, has no jurisdiction on Arcadia.

The agony of choice

Before I jump into the fray, I create my character. After choosing my appearance, I select my background story, which will have an impact on conversations and other activities. I can choose between renegade, gambler, professor, etc. Next come the characteristics. I can either choose one positive trait or two positive ones and one negative one. Here there are options such as Lucky, which has a better critical hit chance, or Heroic, which has a positive effect on the use of companion abilities. There are also companions again. However, they play practically no role in the demo.

If you are playing the game from a first-person perspective, the appearance doesn't matter at all.
If you are playing the game from a first-person perspective, the appearance doesn't matter at all.

I choose two positive characteristics and accept the negative «Stupid» in return. This has already led to many funny situations in the first part. Unfortunately, I also have to do without five out of twelve skills. And these are important. Because they give me advantages when hacking, persuading or fighting.

One, two or three?

With my newly created character, whom I call Sir Zonkalot, I start my mission. It begins in the Cockpit of my spaceship. It serves as a mini-tutorial before the actual mission begins. I need an access card so that I can accept a video call from an ally. As the door to my cabin is stuck, I have to find an alternative way to gain access. With the strength attribute, the solution is extremely simple - I simply tear the door open. As a technician, I could have repaired it. In the cabin, I can see that there would also have been a ventilation shaft.

As we all know, anything goes with force.
As we all know, anything goes with force.

I grab the card from the table and take the call. I am greeted by a somewhat disgruntled lady with whom I discuss the next steps. This is where the dialogue system comes into play, which allows for a wide range of responses, from direct to flippant to polite. Or in my case: stupid. When a brief argument breaks out between the lady and my crew, I can use my leadership skills to let the boss hang out and tell her to calm down. However, I already realise that the last word has not yet been spoken.

As with practically all Obsidian games (or «Fallout»), the dialogue takes place from a first-person perspective. My character remains silent and the camera static. Fortunately, the conversations don't seem as stiff and puppet-like as in «Starfield».

Different properties unlock different response options.
Different properties unlock different response options.

We then land on a huge space station orbiting Arcadia. The mission is relatively linear - it will probably be the first ever in the final game. First, we gain access to the facility. The gate is locked and the switch for it has no power. Conveniently, the fuse is right next to it - in the hands of a deceased, less skilful electrician. This solves the gate problem, but the next hurdle is the combat drones that subsequently appear.

The world belongs to the stupid

Before I pull out my gun, I radio the station and try to pass myself off as an employee - the friendly corpse from earlier gave me the information. I can even make use of my «stupid» property, whereupon my colleague stammers somewhat sheepishly: «Ah, that's one of them». Unfortunately, I would need additional persuasion and so it ends up in a gunfight after all.

If you're bad at sneaking, you'll soon be greeted by these robots.
If you're bad at sneaking, you'll soon be greeted by these robots.

Here I can make use of a new ability. It's called TZD and works similarly to V.A.T.S. in the «Fallout» games. Time is slowed down and I can comfortably headshot the enemies. I also have a few grenades that can be used to destroy smaller pieces of cover. Overall, the action seems more precise and dynamic than in the first instalment, but the variety of weapons in the demo still leaves a lot to be desired. Apart from a repeating shotgun, I can't find any new shooting devices.

Thanks to a special ability, I can slow down time.
Thanks to a special ability, I can slow down time.

At one point I can choose between two paths - one involves sneaking, the other shooting. I tried both and of course the former ends the same way as the latter. The sneaking system relies on the usual sight cones. A bar above the enemies' heads signals whether they can see me or not. Fortunately, the mission doesn't restart if I'm spotted, so I can choose the noisy route through the centre at any time.

A lucky hand

At one point, the lady from the planning meeting warns me over the radio to be particularly quiet. Then three heavily armed opponents stumble into the room. In front of them are glowing purple barrels and next to me I discover a number interface that is connected to them. Thanks to my lucky nature, I can tap it blindly and the barrels explode. Technicians and hackers would have achieved the same goal.

Sneaking is unavoidable, depending on the opponent.
Sneaking is unavoidable, depending on the opponent.

Just as I think that everything is going like clockwork, another explosion follows - this time without me doing anything. I run into the burning building and see that a crew member is missing an arm. Before I send him back to the spaceship to be treated, I can steal from him thanks to my background as a renegade. He really doesn't need the healing spray and ammunition now.

In the last section of the demo, I plunder a few cupboards for resources that are probably needed for a crafting system. I read a few funny messages at computer terminals and find a code for a locked room - just like in Obsidian's role-playing games.

The game can also be played from third person.
The game can also be played from third person.

At the end of the one-hour demo, I find myself in a kind of reactor room. My contact person is waiting for me there. She is anything but happy with my not very inconspicuous behaviour. A brief argument breaks out which, regardless of the answers I choose, ends up the same: The lady activates the machine and the whole station blows up. I just manage to scramble into an escape pod and watch as the Death Star-like station meets its end in a glistening red explosion. And with that, the demo ends.

I would have liked to have landed on Arcadia itself to get a better idea of the game world. But even so, I have a good impression of what awaits me at the launch on 24 October. I'm already looking forward to putting together a crew and going on wild adventures, just like in the first instalment.

Decisions in dialogues don't seem to turn the gameplay completely on its head, but more variation is always better. The action feels better and visually it looks really great too. Now I just hope I don't end up like I did with Obsidian's last role-playing game «Avowed». I loved the demo, but the finished game disappointed me. With its absurd humour, «The Outer Worlds 2» definitely has a stone in my court.

«The Outer Worlds 2» will be released on 24 October for PS5, Xbox Series X/S and PC.

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Being the game and gadget geek that I am, working at digitec and Galaxus makes me feel like a kid in a candy shop – but it does take its toll on my wallet. I enjoy tinkering with my PC in Tim Taylor fashion and talking about games on my podcast http://www.onemorelevel.ch. To satisfy my need for speed, I get on my full suspension mountain bike and set out to find some nice trails. My thirst for culture is quenched by deep conversations over a couple of cold ones at the mostly frustrating games of FC Winterthur. 


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