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About the game

The Outer Worlds 2

RPG

The Outer Worlds 2 game artwork
The Outer Worlds 2 · Game artwork

About The Outer Worlds 2

Two factions and a corporate invasion, companions whose ambitions you can help or bend, and an edition that sells two unreleased stories up front. Here is what you are actually buying.

Yes, it is the sequel, and the first game is separate

This is a new game with a new crew, new weapons and new enemies in a new colony. You play as an operative of the Earth Directorate, and the store is direct that the previous game's story is not required reading to follow this one. The original still exists as its own product with its own campaign and characters, so buying this one will not get you that one.

That matters more than usual because the shared name makes them easy to confuse. This one is a first-person role-playing game about a specific investigation in a specific place, with a cast you meet fresh.

The colony was already at war before you arrived

Your job is to uncover the source of the rifts threatening humanity, and the trail leads to Arcadia, home of skip drive technology. The colony is not a stable place waiting for a hero. The Protectorate's so-called benevolent rule is being challenged both by the rebellion of a religious order and by a corporate invasion, and as the rifts spread, every faction is fighting to control them or close them for reasons of its own.

That is the most useful thing to understand before you start negotiating, because an ally who wants a rift closed and an ally who wants it controlled are not asking for the same favour. The store's summary is that the fate of the colony, and ultimately the galaxy, rests on your decisions: your strengths, your flaws, your crew and the factions you choose to trust.

The build is about approach rather than power

Character building is framed around abilities and choices that reflect how you want to play, with a few shapes offered as examples: a disciple of diplomacy, an astute strategist, a crusader for chaos, or something different altogether. Under that sit twelve skills you spend level-up points on, with a couple of specialised skills you can push further than the rest from the start.

Opportunity cost is where the texture lives. You choose two positive traits and one negative at creation, and they can only be changed once after the opening. The flagship negative trait, Dumb, locks five of the twelve skills so that points can never go into them, and there is a separate respec opportunity partway through the story, after Horizon Point Station, for the character decisions you regret. Flaws work differently again: the game offers them based on how you actually behave, and accepting one is permanent, so a build is something you accumulate rather than a plan you lock in at the start.

Combat is built around guns plus gadgets, and one gadget carries over from the first game. Tactical Time Dilation slows the world around you while its energy drains, draining faster as you move or fire, which turns a fight into a moment you can stop and read.

Companions have plans of their own

You recruit companions with their own traits, backgrounds and goals, and the choice you are given is whether to help them achieve their ambitions or steer them toward your own objectives. Your influence shapes how they develop, and the store is unusually blunt that the outcome can include their death.

That turns the roster into a second set of consequences rather than a second health bar. The people you bring along are reacting to the same fractured colony you are, so deciding what you owe them is part of deciding what kind of operative you turn out to be.

It is a solo game, which is a real difference

The Outer Worlds 2 is a single-player role-playing game. There is no co-op, no shared world and no second player in the campaign, so if the appeal of the other shooters in this genre is playing with friends, this is a different proposition.

What you get instead is a story built around one operative, with a cast to argue with rather than a second player to carry, and the skill, trait and flaw systems are where that argument happens mechanically.

Editions, and what the Premium Edition promises

The base game is a complete role-playing game and it is the whole campaign. The Premium Edition adds a DLC pass for two story expansions supplied as they become available, a prize pack of cosmetics, and access to the digital artbook and the original soundtrack. Owners of the standard edition can buy the same upgrade on its own.

The honest read is that the pass is a promise rather than a delivery. It covers two expansions that nobody has played, so the decision is whether you want to pay for that content before checking whether there is a way to judge it, or wait and buy each one when it has a release date and a subject.

The game is on PC through Windows, Steam and Battle.net, and on PlayStation 5 and Xbox Series consoles, so the platform question is mostly about where you prefer to own things.

Should you play it

Yes, if you want a role-playing game where the consequences of your choices are the point, and you are happy to play it alone. The factional mess at the centre of Arcadia is the material the story works with, and the companions are built to be argued with rather than managed.

Two things to settle first. Confirm you want the sequel rather than the original, because they are separate purchases with the same family name. And decide whether the expansion pass is worth paying for now, since the base game already contains the whole campaign.

Developer
Obsidian Entertainment
Genre
RPG

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