didnāt finish it.
the first outer worlds was a delightful surpriseāa compact, witty rpg that felt like a spiritual successor to fallout: new vegas. it knew what it was and didnāt overstay its welcome. you could visibly see its limitations, both in terms of budget and scope, but the writing carried it.
the sequel is⦠bigger. thatās not always a compliment.
the writing is still sharp when it lands, and the world-building remains clever in its corporate dystopia satire. critics loved itāgamerant gave it a 9/10, gamesradar+ the same. āobsidian finally let the series become the space opera it always wanted to be,ā they said.
but somewhere in my playthrough, the scope started working against me. one preview noted the game āfeels bigger, not in the bloated sense of modern open worlds, but in its scope and density.ā i think i found some of that bloat anyway. fetch quests dressed up in funny dialogue. combat encounters that went on too long. the loop became more of a slog than i expected.
another critic captured it: āthe first game felt like an indie miracle dressed as a aaa rpg. this one feels like the confident follow-up from a studio that knows its voice but isnāt reinventing it.ā
maybe iāll come back to it. the bones are good, and iāve heard the later acts pick up. but for now, itās sitting unfinished in my library while other games grabbed my attention.