Outer Worlds 2: The Most ‘Fine’ RPG Ever Made (Pitch Meeting)
I played The Outer Worlds 2 and it’s exactly the kind of retro-sci-fi comfort food I wanted—chrome rockets, neon clinics, and corporate weirdness for days. The opening is great: mission → betrayal → ten-year cryo nap → revenge tour. It looks slick, the satire lands often, and the companions have plenty to say (sometimes way too much). Conversations are classic stop-and-talk—they’ve got better faces now, and yes, the mannequins even frown and cross their arms—but it’s still the “stand here and deliver a monologue” school of RPG staging.
Minute-to-minute, it’s steady fun: quests, choices, loot loops. I’d call it EXTREMELY MILDLY BORING in that cozy way where you’re always doing something—reading, looting, listening—without many “wow” spikes. The gunplay is snappier than the first game, the science weapons are a blast, and builds actually change your rhythm. There’s no respec mid-run (consequence-forward design), so your perk mistakes become part of your character’s lore. Also: in-game radio stations! Songs, ads, and mock shows—basically a whole audiobook shelf riding shotgun.
If you loved Obsidian’s flavor in Fallout and especially Fallout: New Vegas, you’ll feel the DNA here (with a wink to KOTOR 2’s “philosophy first” energy). Is it New Vegas level? No—different register—but it’s a well-made, witty space RPG that values handcrafted hubs over planet-count bragging. Fewer doors, more reasons to be on the other side of them.


