
"The Outer Worlds 2 doesn't drastically change the already great formula developer Obsidian Entertainment created with The Outer Worlds more than half a decade ago. Instead, this expansive sequel follows in the footsteps of many other great RPG follow-ups, with more places to explore, more loot to find, and crucially, plenty of new ways to directly influence and shape your own adventure in space."
"Every player begins their journey as a member of the Earth Directorate, essentially a space cop, though the background you select for your player-created hero determines why they end up in the organization's ranks. After some cosmetic customization and the selection of some traits to mildly shape your hero's start, you're thrown into a prologue with tutorials, hidden agendas, and space-altering rifts."
"As I watched the credits scroll by, though, arguably the most overused cliche continued to swirl around my head and I'll begrudgingly use it here: The Outer Worlds 2 isn't about the destination; it's about the journey. From the moment I landed on Paradise Island, a lush, tropical, coastal locale on the Earth-like planet of Eden, The Outer Worlds 2's gears started turning and they rarely stopped."
The Outer Worlds 2 refines its predecessor's formula with expanded exploration, more loot, and additional ways for players to shape their adventure. The main narrative resolves neatly but feels anticlimactic compared with the dense, reflexive side content that occupies roughly 30 hours of play. Players start as members of the Earth Directorate, selecting backgrounds, cosmetic options, and traits that influence early gameplay and story positioning. The prologue introduces tutorials, hidden agendas, and space-altering rifts that establish mystery and drive planetary and station hopping. Side quests weave seamlessly into the golden path, offering emergent moments, humor, and rewards such as double-jump jet boots.
 Read at Game Informer
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