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Obsidian's The Outer Worlds 2 looks to fix the problems it always knew the original had


Does The Outer Worlds 2 make good on the shortcomings of the first game?

The stealth is more elaborate and viable as a real option, with newly added distraction devices for lobbing at gormless foes, or disintegration gadgets that make enemy bodies disappear. The mission I played felt curiously like one of Starfield's better quests: a branching path of larger rooms and smaller side vents, environmental hazards and locked doors. Not allowing players to "respec" is one example of that, and perhaps Adler and Obsidian's approach in microcosm, which at least from this early impression and conversation seems to be one of genuine vision, and determination to have a proper crack at realising a fuller idea of the game with The Outer Worlds 2.

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