Within the coming days, the staff at Obsidian Leisure is releasing their second RPG of 2025 with The Outer Worlds 2, six years after the unique entry and solely months after Avowed launched earlier within the yr.
Commercial. Maintain scrolling for extra
Forward of the sport’s launch, RPG Web site had an opportunity to sit down with sport director Brandon Adler and design director Matthew Singh to be taught some perception about how the staff at Obsidian approached making a sequel to The Outer Worlds, together with a concentrate on expanded RPG components, factions, and flaws.
This interview has been barely edited for readability.

Brandon Adler (Recreation Director):
Positive. So, Brandon Adler, Recreation Director on The Outer Worlds 2. Been at Obsidian for shut to twenty years. I began off on Neverwinter Nights as QA. Labored my method up via manufacturing … I used to be in manufacturing for some time, then design. I used to be doing system design and manufacturing, type of forwards and backwards. Across the time of 2013 or so, I turned a Manufacturing Director on Pillars of Eternity. After which shortly after that, a number of years later, I turned a Recreation Director, and I have been working as a Recreation Director ever since.Matthew Singh (Design Director): And I am Matthew Singh. I have been at Obsidian for a bit of over 17 years now. Brandon really employed me for QA on Neverwinter Nights 2‘s second growth pack, Storm of Zahir. Since then, I additionally did manufacturing. I labored on Fallout New Vegas. I used to be a Manufacturing Director on South Park: The Stick of Reality and Tyranny. After which I used to be on The Outer Worlds and have become Design Director. Initially, I began as Gameplay Director on The Outer Worlds 2, after which over the course of the undertaking, I ended up taking on as Design Director.
Adler:
On the highest ranges, Tim (Cain) and Leonard (Boyarsky) have been co-Recreation Administrators on the primary one. Tim was planning to retire on the finish of it, and so we have been deciding, as a studio, who’s going to take over this franchise, and the way can we wish to do that? On the time, I used to be working as a Recreation Director on another issues, after which I used to be engaged on Avowed on the very, very starting of Avowed as their Gameplay Director. So, I had finished some sport route on Pillars of Eternity II: Deadfire‘s DLC work, and so I had thrown my hat within the ring. Like, ‘Hey, I really like the primary sport, I’d like to take over.’ So, I had labored with them to deal with that.We have been working very carefully with Leonard Boyarsky — he is the Artistic Director on the undertaking. So, I feel there’s nonetheless a number of continuity there by way of, , he is the one who helped make your entire IP, so he is acquired all of that data by way of how the sport is meant to run. We additionally, on the highest ranges, we now have of us like Matt, who labored on the unique The Outer Worlds, in addition to Daniel Albert, being the Artwork Director from the primary Outer Worlds. Down the road, a number of the management has labored on The Outer Worlds. Truly, I feel everyone, possibly apart from myself and the Audio Director, had labored on The Outer Worlds sooner or later. So on the highest ranges, there’s not likely a lack of continuity there.
Singh: And even then, Tim Cain nonetheless consults on the undertaking all through the length of it, and has written a number of content material for us as nicely, so he is been integral all through.

Adler:
Yeah, I imply, I feel what must be maintained in the beginning is at all times that darkish, absurd humor. That is simply the core of what The Outer Worlds is, regardless of how we specific that or how that will change over time. That is at all times the important thing and the core. I’d additionally say that even the corporatist humor, despite the fact that that is downplayed fairly a bit … it isn’t simply that. We needed to have totally different factors of view as to that type of humor and what it will imply to be in these colonies. I felt that that was a touchpoint that we nonetheless wanted to have, and that it was necessary for folks, as a result of folks appreciated that, and so they needed to see the place that developed and the place that moved.For the issues that wanted to alter, or the issues that I felt might use some good enchancment, or issues that we needed to lean a bit of bit tougher into and get a bit of deeper into: the RPG mechanics themselves. Deep, crunchy RPG stuff – it was one thing that we might have had extra of within the first sport, and everyone from the primary sport that came to visit was like, ‘yeah, that is one thing we wish to do’. So we spent a number of time breaking down issues like ‘All proper, let’s redo the perk system,’ or ‘We’ll redo the flaw system and expertise’, and ‘How do we would like these to truly play in-game’? And once more, an necessary factor to me is at all times, “How can I construct out my character in enjoyable and attention-grabbing methods?’ Issues that not solely can I take advantage of in fight or conversations or stealth, however with the whole lot else on this planet itself.
So, if I am an engineer, I need to have the ability to do engineering issues inside the world, and be rewarded for that as a participant. – that may really feel particular with my very own path that I am taking. So, that was an necessary factor – to get all of these issues collectively and actually push that stuff ahead. For Matt, one of many issues that he had been centered on was fight. He might in all probability go a bit of bit extra into that.
Singh: Effectively, the RPG is absolutely the core. That is what we cling our hat on. That is our bread and butter. We noticed a number of alternatives to try to enhance the fight expertise as nicely. It was one thing that our participant base needed, and so we invested there by way of making our weapon identities really feel very distinct from each other, upping our selection throughout the board by way of kinds of tools which you can get and the way they really feel and the way they will play into the RPG area as nicely. So we spent a number of time making an attempt to enhance issues like participant mobility, by way of gunplay, by way of the enemy selection, in addition to their potential to hunt out the participant … to make that core expertise really feel extra satisfying for extra folks.
Adler:
Yeah, so just like the primary Outer Worlds, we nonetheless have these open areas, however in The Outer Worlds 2, they are much larger, rather more expansive, with much more avenues to discover. One of many issues that we tried to do early is, in our areas, offer you one massive framing: ‘Here is the purpose for the area.’ Okay, you must recover from to this facility and do a factor, however then go away it open for the participant to find totally different paths and avenues that work with totally different builds to perform that purpose.An instance we level to within the first area of Paradise Island is, ‘You’ll want to recover from to this relay sooner or later, ‘ and there is a bridge between the a part of the island you begin at and the place you must get to. It is as much as you to determine what you wish to do right here. Now, should you go straight to the bridge, you may discuss to them, and so they might have a chat answer that includes, like, a quest or one thing that you are able to do. If you wish to simply open hearth and try to sort out the bridge via fight, you may strive that, however it will be very tough for you if you have not actually ready nicely. You possibly can try to interact with stealth programs and see if I can get by unseen utilizing distraction gadgets, et cetera. You possibly can strive convincing one other faction that can assist you storm the bridge with extra assist models, if you would like. Or you may discover the island and discover different alternatives. Possibly you’ve got gotten double-jump boots, and yow will discover an alternate path that will get you across the bridge fully, otherwise you’ve gone to a different focal point the place you’ve got gotten a brand new defend gadget, and you may try to get previous hazards in numerous methods.
We actually needed to try to open up plenty of totally different pathways for the participant to perform that purpose, and we strive to try this all through our varied areas, the place, relying on the way you construct your character, relying on the way you’re speccing issues out, and relying in your discovery of alternatives throughout the areas, we now have totally different pathways for you. Even if you get into, like, one thing like the tip dungeon of, say, the primary area, relying on which locations you attempt to discover and have interaction with within the island, it could change that have. You may discover alternate pathways in. You may discover interactions that you would interact with that’ll, like, take down safety programs or bolster some helps for you, all of a majority of these issues that might play into how you’d finally get to that finish purpose, and the extent of exploration that the participant engages in will both restrict or develop that chance area for you.
Commercial. Maintain scrolling for extra
Adler:
Effectively, I imply, a number of that’s simply planning early on, proper? Like, Matt was speaking about, for example, the relay. One of many first directives that we had was, ‘Okay, like, we have to have three or 4 totally different factors of curiosity inside Paradise Island which have an effect on the relay in a roundabout way.’ And so then we begin speaking about, all proper, ‘Effectively, what does that truly imply?’ So we construct out the relay, and we’re like, ‘All proper, nicely, we might have issues that disable defenses. Like, why do not we tie that to this one over right here?’ So, should you flip off some energy – trigger an influence surge – you are able to do this. That is actually how these issues begin to construct out; we simply plan them early on, after which we develop from that.Now, a few of these issues, just like the bridge – it additionally expands over time. So, for example, we got here up with a number of totally different ways in which we needed the participant to have the ability to remedy the bridge. Then, after we have been enjoying the sport, we began creating stuff, after which we acquired some suggestions. There is a ahead working base fairly shut by, and it initially did not have any tie-in there. However, we had talked about it, and we have been like, nicely, gamers are going to wish to see if the working base may also help them with their purpose, possibly by way of them having the ability to assault. At any time when we get right into a scenario the place, like, gamers are going to wish to try this, I do know, as a result of *I* wish to go and try this. The reply is, okay, nicely, how can we assist this in a roundabout way that is smart? So it feels good to the participant, in order that they’re like, cool, that choice that I knew I needed to do is there, and I’ve some strategy to work together with that, if I wish to.
So a number of it’s planning, however a number of it is usually natural, simply from playtesting it.

Adler:
Very, very early on, factions have been one thing that I felt we might have finished higher from the primary sport. The primary sport had a number of factions, however I like factions which might be omnipresent all through your entire expertise. It is like these massive, massive entities which might be always both at odds with one another or, once more, extra current all through the sport, and also you get to see the perspective from every of these factions – wanting on the world itself and in addition the opposite factions which might be round them, and one thing you may also develop with over time.So that you get to fulfill an increasing number of of these factions. You progress your method up via them, attending to the highest rungs and having the ability to discuss to the leaders of these factions. So we had deliberate that very, very early as one thing we needed to cope with. Now, the opposite facet of it’s the reactivity components of coping with these factions. It isn’t solely who you wish to really assist or assist all through the sport, but in addition, generally, you are going to cope with factions, and issues are going to go very poorly. What does that imply in your sport on this planet state should you’re coping with a faction and also you go kill-on-sight since you did one thing they actually did not like, otherwise you determined to not assist their enemies as an alternative? How are they going to cope with these issues? What items of content material are going to be minimize off from the participant, however in a method that feels good, as in I’ve made a alternative and now there’s the pure consequence of that alternative? However, these can open up different avenues for you. Like, ‘Effectively, that is closed off, however now I’ve extra issues to do with this different facet,’ and you may go dig into that.
So, once more, we have been serious about that very, very early on as a result of I like stuff in Fallout: New Vegas. I will be actual with you. That was an enormous inspiration of mine when taking a look at that. That simply felt good. I liked having the ability to cope with Caesar’s Legion or the NCR, and who I needed to again on these items and the way I needed to again them, and all of the little minor factions that feed into these issues. These have been at all times enjoyable to me. With the ability to, once more, guarantee that these selections actually resonated long-term over the course of your entire sport was one thing that was necessary. We spent a number of time on that.
Singh: We additionally tried to combine the factions into our companions. So most of the companions come from these totally different core factions that offer you some enter into their philosophy, into their lifestyle, but in addition, we needed these companions to react accordingly. So, oh, okay, nicely, you’ve got a companion of this faction and also you begin capturing up that faction, they are going to reply to that and be like, ‘Whoa, what the F are you doing?’ And you are going to should cope with that confrontation. You are going to attempt to take, , Inez — who’s from the Auntie’s Alternative faction — into the order of the Ascendant Headquarters. They higher say one thing about it, proper? And they are going to cease you on the gate and be like, ‘Oh, that particular person’s not allowed right here.’ And now you need to determine, do I inform that companion, ‘Sorry, you are not alongside for the trip, return to the ship.’ Do you attempt to struggle for that particular person to have the ability to go in? Do you shoot up the place? What do you wish to do right here? And we attempt to enable these choices for the participant in all cases.
Adler: We even have issues the place the companions will assist the participant out relying on stuff. So, like, Inez specifically, should you go into Auntie’s Alternative territory and also you steal one thing and also you get caught, if Inez is with you, she’ll step in and discuss to them and discuss them out of getting you in bother. They will be like, ‘It is a misunderstanding. We’re on Auntie’s staff right here, and so forth.’ If you do not have Inez, you are not going to have the ability to try this and can cope with the results. However these are additionally the kinds of issues we needed to layer in with these factions as nicely.
Singh: We nonetheless needed to guarantee that the participant has alternative — significant alternative — right here. Companions are fully non-compulsory. In case you do not wish to interact with them, you do not have to. However you may take them alongside and see how that modifications your story. Identical factor with factions, proper? The factions are there. They’ve their objectives. They’ve their motivations. You possibly can attempt to facet with them. You possibly can attempt to deliver them collectively. Or you may say, ‘F it. I am going my method. I do not care about you. We’ll do it the best way that I would really like.’ We’re all making an attempt to determine the best way to give the participant as a lot participant company as doable and reply to it in attention-grabbing methods.
Singh:
No. So they do not provide the stats immediately in the best way that they did within the first sport. They do have totally different roles that they will play. In The Outer Worlds 2, every of the companions .. you may primarily push them into one in all two totally different sorts of roles. And we attempt to make their potential area and their perk area synergize with various kinds of participant builds as nicely.So that you may need… We’ll return to Inez once more, who’s a fight medic. You possibly can attempt to push her to be extra healer, or you may attempt to push her to be extra damage-dealing. And there is perhaps sure issues that she will do relying on the function. Like ‘Okay, if I push her extra healer, possibly she’s going to start out throwing out med packs for me.’ And that’ll be an enormous bonus that I can use if I will play extra of a tank character. Issues like that’s how we approached these companions’ bonuses and advantages this time round.
Adler:
Obsidian, even earlier than Microsoft bought us and we have been impartial, at all times type of ran two and a half groups at a time … ‘half’ being one was at all times spinning up. And so we’re very used to having a number of groups which might be separate from one another and persevering with to work on no matter they’re doing. And we nonetheless try this now, despite the fact that we’re picked up by Microsoft, we nonetheless have a number of groups which might be very distinct and discrete from one another. And yeah, there’s a little little bit of overlap from right here and there.Often like when a undertaking ends, we transfer some folks over to assist shut stuff out. For instance, when Avowed ended, we grabbed some lighting artists and a few audio designers to assist bolster the staff on The Outer Worlds 2. However on the whole, they’re very separate from one another, and we every have our personal objectives and we every have our personal timelines. And generally these timelines transfer round and issues like that. However total, we have simply gotten actually good at that through the years. And I feel that is why we’re in a position to do stuff like this.
To be sincere, whereas there’s at all times going to be challenges when you’ve got this many video games popping out all subsequent to one another, it wasn’t as unhealthy as some folks might imagine it’s, as a result of we’re simply used to working on this method. Now, it is unhealthy for the Comms Workforce like Mikey (Dowling) and his group, as a result of they should assist all three video games on the similar time (laughs). However what? That is his drawback to work out.
RPG Web site: Ha, however we respect him for that.
Dowling: (wryly) Thanks, Brandon!

Adler:
(lengthy pause) No remark. No, I am simply enjoying round. (laughs) We wish to deliver Outer Worlds 2 to as many platforms as we’re in a position to. We now have not introduced something past the Xbox Collection X & S and PlayStation 5 and Steam and Home windows GDK. We now have not introduced something previous all of that. However you may —if you wish to get your handheld repair — we’re going to be supported on the ROG Allies. So if folks actually wish to play it, that is an effective way to play it.RPG Web site: And was the PS5 model additionally developed at Obsidian internally?
Adler: We labored with a gaggle known as Double Eleven. They’ve finished assist work for us previously on varied issues. Since we’re fairly acquainted with them, we have been working hand-in-hand with them for some time now to work on the PS5. They have been engaged on that, and we have additionally put some work into it with them to ensure it is precisely as we would like it.
Adler:
It is onerous, proper? Is that the one I take advantage of on a regular basis? As a result of that is Over-Ready. As a result of that simply matches my gameplay type. However I feel my favourite present flaw in my present playthrough is definitely Dangerous Knees.[Editor’s Note: Bad Knees is obtained from crouching too often. It allows you to move faster when crouching, but causes your knees to make a loud sound whenever you stand up, alerting everyone around you.]
The rationale it really works rather well for me is that, as a sniper. If I occur to by accident arise, the penalty just isn’t as unhealthy as a result of I am often pretty far-off. Though a few occasions I had forgotten that I had the Flaw, and I stood up subsequent to folks after I was actually near them and ‘Oh crap!” as I attempt to run away and reposition. However I really like having the ability to rapidly sneak via stuff actually quick. I feel it is only a actually enjoyable one.
Singh: I additionally assume Over-Ready might be my most used one Flaw. However the one which I feel is absolutely enjoyable, particularly for alternate playthroughs, is Foot-in-Mouth.
[Editor’s Note: Foot-in-Mouth is gained by clicking through dialogue too quickly and causes dialogue choices to be selected randomly after a few seconds, but you gain more EXP.]
Since you’re skipping via dialogue, now you’ve got a timer in your conversations, and you need to decide issues in a short time. Simply because I feel that is such a enjoyable factor to love, ‘Okay, how loopy is that this going to get? How a lot is that this going to have an effect on my gameplay all through the course of this RPG the place I’ve to be making choices?’ It actually forces you to consider issues in a different way, which I feel is enjoyable at any time when we now have issues the place you actually should adapt the best way you are tackling the sport. It’s fairly enjoyable to do.
Adler: I can’t watch for the primary time that anyone does a full playthrough the place they let the Foot-in-Mouth decide for them and so they find yourself kicking out their companions out of the social gathering. I am unable to watch for it.
Adler:
I am sorry, this has acquired to be Matt, really. He’s the resident espresso professional at Obsidian.Singh: I do not find out about an professional, however I do roast my very own espresso at house (laughs), after which I course of it, after which I… Often within the morning, if I am type of doing a traditional day, I will do a V60 pour-over, black, and I might… If you wish to undergo the entire ratios and the stream charges that I am going via, we might undergo that. But when it is on the weekend and I wish to take my time, I will do both black espresso or a Cortado as nicely. Which once more, we are able to undergo the ratios on that, however I do not wish to bore everyone.
[Editor’s Note: While Matt is giving his answer, Adler mentions in the interview text chat that Matt is “underselling it”. Obsidian Director of Communications Mikey Dowling also chimes in, jokingly, saying Matt is “insufferable” about his coffee.]
RPG Web site: Thanks in your time.