{"id":1223397,"date":"2026-02-24T00:57:57","date_gmt":"2026-02-24T00:57:57","guid":{"rendered":"https:\/\/www.polygon.com\/?p=605841"},"modified":"2026-02-24T00:57:57","modified_gmt":"2026-02-24T00:57:57","slug":"outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note\/","title":{"rendered":"Outer Worlds 2 devs wanted the sequel to be less \u2018one-note\u2019"},"content":{"rendered":"<figure> <img decoding=\"async\" alt=\"\" data-caption=\"\" data-portal-copyright=\"\" data-has-syndication-rights=\"1\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note.jpg\" \/><figcaption><\/figcaption><\/figure>\n<p class=\"has-text-align-none\">The first <em>Outer Worlds<\/em> has a very tight scope. The 2019 Obsidian Entertainment RPG, according to <a href=\"https:\/\/www.polygon.com\/reviews\/2019\/10\/22\/20913097\/outer-worlds-review-pc-ps4-xbox-one-obsidian\">our review at the time<\/a>, is \u201cexpansive when it needs to be, but never falls into the trap of believing that bigger is always better.\u201d You could beat the game in 15 hours if you wanted \u2014 unlike, say, Obsidian\u2019s <em>Fallout: New Vegas<\/em>. But that also meant <em>Outer Worlds<\/em>\u2019 anti-capitalist satire could only go so deep. In an interview at <a href=\"https:\/\/www.polygon.com\/news\/604402\/summer-game-fest-2025-sgf-news-trailers-premieres-list\">Summer Game Fest 2025<\/a>, design director Matt Singh and creative director Leonard Boyarsky told me about how the scope has widened in <em>Outer Worlds 2<\/em> \u2014 ideally without the team losing sight of what made the first game work.<\/p>\n<p class=\"has-text-align-none\">\u201cFirst and foremost, we are an Obsidian RPG, and we want to make sure that that&#8217;s the foundation,\u201d said Singh. \u201cBut what&#8217;s nice is, we had that foundation built from the first game, and what we looked at was, what are the aspects that we want to improve on? OK, we know how to make Obsidian role-playing games. Oh, here&#8217;s an avenue for improvement, which is, how do we upgrade our gunplay? How do we get more variety in there, right? How do we add more to our stealth toolkit that allows people more ways to express their character build? Which is ultimately where we&#8217;re coming from. Our motto is \u2018your world, your way.\u2019 What we&#8217;re really saying is, we value player agency. And so if you want to go just shoot, you want to just engage with all of that combat loop, you actually don&#8217;t even want to do a whole lot of the conversation stuff \u2014 OK, you can totally do that. We are leaning into all of those conversations, we&#8217;re leaning into all of that reactivity \u2014 but we let you play it however you&#8217;d like.\u201d<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note-1.jpg\" alt=\"\" title=\"\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"\" \/><\/p>\n<p class=\"has-text-align-none\">A key part of <em>Outer Worlds<\/em> is its sense of humor and social satire, which is something else the developers wanted to expand upon in the second game. \u201cI was really proud of the first game,\u201d Boyarsky told me. \u201cI think it came out really well, but it was smaller. We were introducing people to the world. So it was very much kind of like \u2014 a little too much the same joke over and over, a little one-note. I mean, I think we did a good job with it, but I still felt like it could have been more.<\/p>\n<p class=\"has-text-align-none\">\u201cIn this one, we now have the different factions,\u201d he continued. \u201cEach has their own kind of flavor of humor. So we&#8217;re able to juxtapose those things, or have moments that are mixed in with a lot of the darkness \u2014 with the silliness a little bit more than we were in the first game. It&#8217;s just kind of like with everything here, we&#8217;re just kind of expanding the whole world. We&#8217;re expanding the universe, we&#8217;re expanding the themes.\u201d <\/p>\n<p class=\"has-text-align-none\">Each of the factions has its own motivations and in-game propaganda. One of the factions, called Auntie\u2019s Choice, isn\u2019t so much a faction as a corporation; it represents a corporate merger between two factions from the first game, Auntie Cleo\u2019s and Spacer\u2019s Choice. And in <em>Outer Worlds 2<\/em>, Auntie\u2019s Choice is all about advertising its products \u2014 \u201cthat\u2019s part of their identity,\u201d as Singh put it. That\u2019s expressed through dialogue, of course, but the devs also wanted to find a way to turn the faction\u2019s devotion to commercialism into an in-game weapon.<\/p>\n<p><img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2025\/06\/outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note-2.jpg\" alt=\"A screenshot from Outer Worlds 2 depicting a bunch of futuristic billboards for products like Auntie\u2019s Choice Chaw and Bubblegum Slims\" title=\"A screenshot from Outer Worlds 2 depicting a bunch of futuristic billboards for products like Auntie\u2019s Choice Chaw and Bubblegum Slims\" data-has-syndication-rights=\"1\" data-caption=\"\" data-portal-copyright=\"Image: Obsidian Entertainment\/Xbox Game Studios\" \/><\/p>\n<p class=\"has-text-align-none\">Here\u2019s the result, via Singh: \u201cYou can shoot out ad drones to distract your enemies. And so they&#8217;ll come out and they&#8217;ll just do slogans and stuff, and people are like, \u2018What the f? Get away from me!\u2019 But then now you can use that as a distraction, so that you can capitalize on taking them out or you can even detonate them as little remote minds that can go kind of scurry around the place.\u201d<\/p>\n<p class=\"has-text-align-none\">That\u2019s far from the only comedy weapon in the game. \u201cSo we had the shrink ray in the first game where you could kind of shrink somebody down to half size,\u201d said Singh. \u201cI really wanted to finish that gameplay fantasy. And so in the second one, you shrink [your enemies] down to this size\u201d \u2014 he held his fingers about an inch apart \u2014 \u201cand then you can run over \u2019em and then just get \u2019em, and it&#8217;s super fun. It never gets old. So I love that one.<\/p>\n<p class=\"has-text-align-none\">\u201cBut I mean, with the game as a whole \u2014 weapons, we wanted to increase the variety of them, and then make the moment to moment gunplay feel better. We also wanted to synergize well with all of our perks and flaws and companion abilities. So we spent a lot of time trying to figure out how all of the different skills and perks could play well with those weapons across a couple number of different archetypes that we defined so that you can do some really cool stuff depending on what your goals are.\u201d<\/p>\n<p class=\"has-text-align-none\"><em>Outer Worlds 2<\/em> will have more perks than its predecessor, including some that sound like they\u2019re going to lead to very funny outcomes. \u201cYou could take one where it&#8217;s like, you can tell the most outlandish lies and people believe you,\u201d Boyarsky said. \u201cBut if you take that flaw where it forces you to pick the lie every time, if it happens to be one that&#8217;s also tied to a skill, it ignores the skill requirements.\u201d The result, Singh added, is \u201ca lot of fun.\u201d <\/p>\n<hr class=\"wp-block-separator has-alpha-channel-opacity\" \/>\n<p class=\"has-text-align-none\"><em>Outer Worlds 2<\/em> will be released Oct. 29 on PlayStation 5, Windows PC, and Xbox Series X.<\/p>\n<p><a href=\"https:\/\/www.polygon.com\/gaming\/605841\/outer-worlds-2-developer-interview-sgf-2025\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>The first Outer Worlds has a very tight scope. The 2019 Obsidian Entertainment RPG, according to our review at the time, is \u201cexpansive when it needs to be, but never falls into the trap of believing that bigger is always better.\u201d You could beat the game in 15 hours if you wanted \u2014 unlike, say, Obsidian\u2019s Fallout: New Vegas. But that also meant Outer Worlds\u2019 anti-capitalist satire could only go so deep. In an interview at Summer Game Fest 2025, design director Matt Singh and creative director Leonard Boyarsky told me about how the scope has widened in Outer Worlds 2 \u2014 ideally without the team losing sight of what made the first game work. \u201cFirst and foremost, we are an Obsidian RPG, and we&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/outer-worlds-2-devs-wanted-the-sequel-to-be-less-one-note\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":1223398,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[10],"tags":[],"class_list":["post-1223397","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-polygon"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.5 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Outer Worlds 2 devs wanted the sequel to be less \u2018one-note\u2019 | Arcader News<\/title>\n<meta name=\"description\" content=\"The first Outer Worlds has a very tight scope. 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