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00:00Put a rocket in your pocket and launch your lunch today
00:03When you miss the call for chow
00:08But you want to eat something now
00:11You'll go for lunch with forced rockets
00:15When your team is getting cream
00:19And your winger's out of steam
00:22Recharge your toss ball through with forced rockets
00:30Put your maroon on a moon
00:47With no hope of rescue soon
00:50You can save the day with forced rockets
00:54When your ship's adrift and lost
00:58And the crew starts drawing logs
01:01Why won't you mix when you've got forced rockets?
01:07Forced rockets
01:09Forced rockets
01:12Put a rocket in your pocket and launch your lunch today
01:16march obviously
01:18And said budget
01:19bins
01:20After you pull out
01:21PQ
01:22The giant prospect of the rocket
01:24That's a huge detail
01:26What Americanity
01:26areensitized
01:27Who was just coming for you
01:28And USS
01:30Which I have heard
01:31The big part of theUT
01:33Is that help the rocket
01:35The rocket or哇塞
01:37You won't hit the car
01:38You'll hit it
01:39Within your body
01:40Forced V succinct
01:41All right, Matt.
02:11Let's go ahead.
02:13Let's take this guy out.
02:17Oh, wow.
02:18That was a pretty nasty headshot.
02:21All right.
02:22What do we got here?
02:23What do we got here?
02:24Oh, see?
02:25We got the golden trowd display key.
02:26That's exactly what we were looking for.
02:28Nice.
02:28And she had some armor.
02:30Oh, yeah.
02:31That's why I ran it.
02:32It's poisoning you right now.
02:34But why don't we take a look around?
02:35There's some good stuff to loot here.
02:38Oh, that looks sick.
02:39All right, so we unlocked that with lockpick.
02:40Yeah, now that's a pretty nice-looking weapon.
02:43Let's use that later.
02:45Grab the helmet.
02:46Again, I'm sure a priceless protectorate artifact.
02:50What's over here?
02:52That looks like a pitch ball card or a toss ball card.
02:55Nice.
02:55So these are pretty cool.
02:56You can actually collect these.
02:58And if you collect enough of them,
02:59you get a cool reward later on if you find the quest.
03:02It looks like that one gave me some extra help, too.
03:05Yeah, I think you're going to need that.
03:06I've seen how you play.
03:10And you can see Tristan's jumping right in there, as well.
03:14You can take on that melee guy.
03:16Okay, okay.
03:17Yeah, well, you missed that.
03:21Let's take this guy out.
03:23All right.
03:24Give Niles a little bit of help.
03:25Yeah.
03:26You might want to take out some of the cover, too.
03:28So something here is we have destructible cover.
03:30Taking this stuff out and destroying it means that enemies cannot use that as cover spots.
03:35Take this guy's out.
03:36Yeah, so there you go.
03:36So you can see right there.
03:37You're able to knock him out of cover.
03:39Just get some free shots on me in that way.
03:41One guy over here.
03:43All right.
03:45And that's all cleaned up.
03:46Let's go loot the bodies and we'll head inside the tomb.
03:48Got to get that loot.
03:49Got to get the loot.
03:53Truly got to get the loot.
03:54Oh, yeah.
03:55We take a look into the next room, though.
03:58There's some windows over there we should be able to see inside.
04:01Let's see what's over here.
04:04Yep, just like I suspected.
04:06There's some auto mechanicals.
04:07I don't know if we want to fight those just yet.
04:09Why don't we find a way to distract them?
04:13Oh, yeah, as you can see right there, we have a cable leading to the back.
04:16Maybe there's something there we can use to distract them.
04:17Let's take a look.
04:21Yep, there we go.
04:22Not only do we find loot, but we have engineering panels that we can use.
04:27Yeah, so it looks like that will disengage the lock.
04:30But it'll cost you bits each time you take damage.
04:35So it's costly, but it can be really effective.
04:37Yeah.
04:38Pretty good for a monarch.
04:39I think pretty good for a monarch.
04:40They can afford it.
04:42All right, let's look for that secret exit.
04:47All this loot stuff first.
04:49More loot.
04:50Oh, look right there.
04:51You see the observation eye.
04:53Looks like the remains are worth a lot.
04:55We're going to definitely sell those.
04:58I don't know who's going to buy them, but they're worth a lot.
05:02All right, let's go ahead and take a look around.
05:04Still looking for that secret entrance to the top secret facility.
05:08In just case we get into combat, I'm actually going to equip my shield gadget here.
05:11That's a good idea.
05:14And sure enough, more auto mechs.
05:17Let's take them out.
05:18And you've got to be careful with these guys, especially because they leak xeranium.
05:22And xeranium can actually empower auto mechanical.
05:25Let's skip the diplomacy.
05:28Two hands are better than one, but one hand is better than none.
05:32Namically enhancing your statistically unsafe lifestyle.
05:38This might sting.
05:40A lot.
05:40Who's an enemy?
05:45Son of a spread.
05:46Be grateful you're not on fire.
05:58Two hands are better than one, but one hand is better than none.
06:13And no, you can't sleep with them.
06:27And then you have the other aspect, which is, you know, some of our areas have like these larger quests and like larger implications for what happens.
06:34And so you go in there, you solve a quest in a very specific way, and you have multiple radio stations which are commenting on it, right?
06:41Like very early on, there's an auto mechanical repair facility that you're going into, and they have a big problem, which is they're leaking xeranium gas, which is a highly toxic gas.
06:50And they're like, hey, we're having lots of problems.
06:53And so you can go in there, and they want you to help fix this.
06:56And, you know, like a good obsidian RPG, you can help fix that, especially if you have the skills and whatever.
07:02Or you can even make it worse and make it so they can never fix it by completely sabotaging it.
07:05And depending on what you do, both the Auntie's Choice and Protectorate radio stations have something to say about that, right?
07:11If you help them out, the Protectorate hails what a great job it was for them to hire this contractor that came in and help fix this thing.
07:18And, you know, and then if you fix that thing, the Auntie's Choice talks about you as, you know, this horrible presence that is helping out the Protectorate and, you know, not helping them.
07:25And so we do that in a lot of different places, and it really kind of makes the world feel alive.
07:30Like, again, it's just reacting to all of the things that you're kind of doing there.
07:33This is a sequel, so I'm imagining there's a lot of different considerations when you're making a sequel.
07:38But there are also probably a lot of players who are going to be playing The Outer Worlds 2 and haven't played Outer Worlds 1.
07:43What can they expect? Tell us a little bit about what the game is.
07:46Yeah, sure. So The Outer Worlds 2 is a big open-world CRPG.
07:50You know, it's in the vein of something like Fallout or Skyrim, if people are familiar with that.
07:55You can do dang near anything.
07:57You know, if you want to go guns blazing into stuff, we have options for that.
08:00You can talk your way through most things.
08:02You can stealth and sneak through a bunch of different things.
08:05Lots of choice and lots of reactivity and lots of consequences for those choices.
08:09Yeah, I mean, I feel like it's the hallmark of an Obsidian game, right?
08:11Everything that you're doing.
08:13And, like, the combat's improved.
08:14I was watching the previews, and I got to play it myself.
08:16And it is everything that I think an Obsidian game should be.
08:19But, like, it's clear that you all are taking it to the next level.
08:21So I'm excited to play it when it comes out.
08:28Excellent.
08:32But it's also kind of almost like a museum.
08:49You get a lot of really cool lore elements in there as well.
08:51So we're going to see a lot of that as we play through.
08:53All right.
08:55Why don't we go get that Golden Shroud, though?
08:57All right.
08:59But looting, of course, first, obviously.
09:02I don't know why we didn't think of that.
09:05So, yeah.
09:05Here's the Golden Shroud.
09:06And we have the key.
09:07Let's open it up.
09:11All right.
09:12Go ahead and loot it, and then let's take a look at that.
09:20You can see he's overcharged.
09:22And he took out.
09:23Yeah, he already took out Chris really fast.
09:26He's taking you out as well.
09:28Did you get him?
09:29All right.
09:29All right.
09:30So now we're in, and you can see we have some foil.
09:42That's good for crafting.
09:44All right.
09:46All right.
09:47Let's see where this guy's going.
09:48Yeah, it looks like he's actually heading into that room with the auto-mechanicals.
09:58Maybe we can use him like a good distraction there.
10:02Gloria Arcadia.
10:03Gloria Arcadia.
10:05Gloria Arcadia.
10:11Papping, obstructing.
10:13Rerouting.
10:14Error.
10:15Reroute.
10:16You can see, again, some of those more lore-based museum elements.
10:21You see some of the murals.
10:23You see some vignettes that are set up.
10:25Why don't we actually take a look at one of those vignettes?
10:30For my next gift, I bestow upon you the pinnacle of auto-mechanical design,
10:36far superior to all auto-mechanicals that came before.
10:41The time once spent in numbing manual labor
10:44may now be spent in harmonious community with your neighbor
10:48and in humble service to the protectorate.
10:52May art and science flourish in these many hours,
10:57which I have returned to you.
11:00Warning.
11:01Power at 13%.
11:03Power cell has been partially depleted due to inaction.
11:06But why don't we go down there and make his day a little bit worse?
11:15We really, you know, started from scratch and stood up this IP
11:18with, like, you know, no previous knowledge of what it was going to be.
11:21You know, just coming up with the early ideas,
11:24how we're going to fit it all together,
11:25what it's going to look like visually,
11:27how that's going to represent our Robert Barron's in space aesthetic.
11:30You know, we have this whole turn of the century from the 19th to 20th century.
11:34You know, what's the retro future with that as a touchstone?
11:38How are the factions going to be represented?
11:39All that stuff is kind of tied up in how the writing is going to go
11:42and how we're going to represent the different characters and factions in the game.
11:45So we're here to talk about the radio
11:47and some of the interactivity and all that kind of stuff.
11:50What was it about that concept that made it like,
11:53whatever we're going to put in the game,
11:54this definitely needs to be in it because it's so important to the game.
11:57Yeah, it was one of those things very early on,
11:59just talking with Leonard and Matt Singh.
12:01We were like, all right, we definitely want to have a radio.
12:03How do we want this thing to work?
12:04How do we want to piece this thing together?
12:06And kind of what's important to those things.
12:08Obviously, it's a good vector for reactivity.
12:10And so we use that a good amount in there
12:12where the things that you're doing in the world
12:14get commented on by all of the DJs in the different radio stations.
12:18It's also a really good way to get like a little preview
12:21of the life of the people in that faction.
12:24You don't always get that when you're interacting with the content itself.
12:27At least at that deep level sometimes.
12:29And so having the radio, it just lets you,
12:32like what kind of stuff do they listen to in terms of the music itself?
12:35But like what type of ads are they having?
12:37What kind of PSAs are you hearing?
12:39And that really kind of just sets the...
12:40Some of the best games have had those elements.
12:42So it's really cool to see that you all are building that into the game
12:44just as a baseline for folks who are jumping into Outer Worlds 2
12:47for the first time actually.
12:48But if you see that like they actually truly do think
12:50that they are spreading freedom and choice to people that don't have it.
12:54And they're confused why they don't want it in some cases.
12:56They're like, you can do whatever you want.
12:58Like, yeah, you have to work hard.
12:59You have to maybe, you know, cut some throats
13:01and step over some people to get what you really need.
13:04But you can go do that.
13:05You have the freedom to go do that.
13:06You know, when you're a protectorate subject,
13:07you didn't have the ability to do that.
13:09And so, you know, I think it's really interesting
13:11that we kind of leaned really hard on that
13:13and really kind of showed the cool stuff about them as well.
13:15Yeah, I mean, in movies, TV, games, no bad guy ever thinks they're bad, right?
13:22Right.
13:22And so some of the best characters have that nuance.
13:24They have that depth where they believe that they're doing the right thing.
13:28And like, those are the best bad guys, so to speak.
13:31And so I wanted to talk a little bit about a little bit more into the DJs
13:35and obviously they're anything but neutral, right?
13:37Like, so can you tell me a little bit about what the writing process was like for that
13:41and the casting process?
13:43The antis was probably the easiest for us to kind of like wrap our heads around
13:46because that was pretty much a continuation of the kind of like the aesthetic
13:50and the vibe we set up in the first game, you know, and the type of humor.
13:54We did add, you know, the whole self-betterment, self-determination thing,
13:59individuality, which wasn't a big part of it in the first game.
14:02So we kind of added that element to it where they're kind of using that as their sales slogans.
14:07But from there, it was really kind of tough to figure out like...
14:09We've increased the variety of weapons by including new weapon types,
14:12but also through a host of fun and unique weaponry.
14:16We have things like the Bors Blaster that fires out tumors that can explode like grenades
14:20or can even be eaten by the player for additional health.
14:25We have a weapon called Rookie's Reward that will actually level up the more you use it throughout the game.
14:32And every time it levels up, it's got fun fanfare where it's like shooting out confetti
14:36and it's got a fun little setup.
14:39We have a really fun weapon called the Pop-Up Gun.
14:42It fires out bad drones that will distract your enemies with corporate ads, slogans, and jingles.
14:48While your enemies are distracted, you can focus fire on them
14:51or explode these drones for additional damage.
14:54New to the Outer Worlds 2 are throwables.
14:57So you can use frag grenades to flush out enemies,
15:00smoke grenades to camouflage and escape,
15:02distraction devices to bait enemies into a stealth attack,
15:06and even science grenades that will levitate enemies,
15:13allowing you to fire upon them while they float helplessly.
15:16And of course, science weapons are back.
15:24We have returning favorites like the Shrink Ray.
15:27This time it's been upgraded so you can shrink your enemy down to the size of a strat
15:31and run over them, exploding them into bits.
15:35The Shrink Ray, that was probably my favorite one from the first game,
15:38so we brought it into the second game, but we improved it though.
15:41So instead of shrinking your enemies for a short period of time and having them re-expand,
15:45this time they stay shrunk,
15:47and we actually added in the ability to step on them and kind of squish them and kick them
15:50because we knew that that was the player fantasy.
15:52We knew that's what everybody wanted to do.
15:54They wanted to step on the enemies.
15:55They wanted to kick them.
15:56So we made sure to double down on that stuff.
16:00In addition to things like our returning favorites,
16:03we also have some really fun and unique new science weapons.
16:07One of them is called the Armageddon.
16:08This one's really cool because it actually shoots out these masses
16:12that are like these little arms that will stick to people or cover all kinds of different things
16:16and they will continue to just hit them until they get destroyed.
16:22And we have another one that's just super cool called the Spectrum Dance Saber.
16:28This is a melee weapon that actually lets you attack to a musical beat.
16:33And if you continue to do that, you'll actually get additional bonuses each hit you do.
16:39One of my personal favorite weapons is called the Big Bang.
16:42It's just a big freaking gun that uses material harvested from rifts
16:46to shoot out a giant ball of energy,
16:49vaporizing everything in its path.
16:51Now, ammo's extremely rare for this weapon,
16:53but you can use it in just the right situation to devastating effects.
16:57Another great one is Gary.
17:01If you wear Gary, he will lash out at your opponents as you're walking through combat.
17:06So we even have science armors and we've really kind of shown off
17:08what we thought was really great for the player from a science perspective.
17:13We're all about letting people play the game their way.
17:16There are some players who prefer to be immersed in a first-person view,
17:19taking in all of the details.
17:21But there are others who really prefer to take the world in from a third-person perspective.
17:25Why not allow both?
17:27Well, now you can swap between the two,
17:30letting you enjoy the experience in whatever way you like.
17:35One of the things I really like about having the third-person mode
17:38is being able to see all of the fun and unique armors and armor combinations
17:43and weapons that you can equip your player with.
17:46All of the actions that you could do in first-person,
17:49so you're double-jumping around, you get to see your character in that way.
17:52You get to take in the world and see things in a different light.
18:03Let the killing commence.
18:05The Outer Worlds 2 is a sequel to The Outer Worlds 1.
18:33It's a continuation of the themes of robber barons in space
18:36and how people are controlled by the stories they're told by the people who have power over them.
18:41This time we're able to go a lot deeper because we have more time and money,
18:45which is a great thing,
18:46and we're able to make it a much more true obsidian reactive RPG
18:49than we were the first time around.
18:50So we're going deeper and more complex with everything for this sequel.
18:58Deeper story, lore, RPG interactions, reactivity,
19:01all the things we've been known for as a company.
19:03It's really a complete realization of everything people want from an obsidian game.
19:07Surprisingly, this is the first time in over 25 years
19:09that I've had the chance to do a full sequel for a world that I helped co-create.
19:13It's really just a fantastic opportunity to explore
19:16and expand the universe in interesting ways
19:18and to go even further with the themes of how people are affected
19:21by living in a dystopian corporate reality.
19:24You can shoot your way through it,
19:25you can talk your way through it,
19:26you can sneak your way through it.
19:28And so no matter what kind of play style that you like,
19:31this is just an awesome franchise
19:32and an awesome game to jump into,
19:35even if it's your first one.
19:36The first Outer Worlds was a great base to start from
19:39as it has all the elements of a great obsidian RPG.
19:42Interesting characters, deep worlds, important choices.
19:46In the Outer Worlds 2, not only did we want to double down on those elements,
19:49but we wanted to give players even more of it.
19:52We've also put a lot of investment into skills and traits
19:54that impact things like combat, conversations,
19:57and areas that we call RPG interactions,
20:00which are the part of the world where players can use their specific skills,
20:03perks, and backgrounds to solve problems in unique ways
20:06in our new, bigger worlds.
20:13I love a deep RPG experience,
20:15and building out that RPG crunchiness for our players
20:17was at the forefront of what we set out to create.
20:20We prioritized those deeper RPG options
20:23with different character builds and combos
20:24so players can express the role-playing power fantasies.
20:28We also have different equipment options for different play styles.
20:33and different companions with different abilities.
20:46In the first Outer Worlds, you start off as the strength.
20:49It will actually give you the option to take this flaw
20:51that'll make it so that you move faster throughout the game.
20:55But the problem is, anytime you stand up,
20:58your knees are going to make a loud popping noise
21:00that makes it so that, well, everyone around you is going to hear you.
21:05There's one called Kleptomaniac.
21:07This is really interesting because what it does is,
21:10when you steal something, you can actually sell it for more bits than normal.
21:13And that sounds really great.
21:14The drawback is, sometimes when you're looking at things in the world
21:18that are owned by somebody else, you'll automatically steal them.
21:20So you have to be very careful about how you use them.
21:22One of our more wacky perks is the Sun Gazer flaw.
21:27And it just gives everyone cataracts while playing their game.
21:30So everything becomes like light shafts and blooms and hazes
21:35and makes the game pretty unplayable if you happen to choose that perk.
21:39If you happen to be the type of player
21:41that habitually reloads your weapons like I do,
21:45well, you'll be offered the flaw of overprepared.
21:48Now, you'll get larger magazine sizes on all of your weapons,
21:52but if you ever fully emptied your magazine,
21:54you're going to take a debuff for a while.
21:57While we support options like being a gunslinger
22:00who wants to pee into destructive weapons,
22:02or a rogue who wants to alpha strike their enemies
22:05before they know what hit them,
22:06we also allow for a lot of fun and experimental builds.
22:11You can be a mad scientist who utilizes gadgets
22:14and wacky science weapons and armors,
22:16or even a psychopath who gains permanent bonuses to health
22:21by murdering their friends.
22:23Nothing shows the impact of these character build options better than,
22:25in my opinion, the bridge area,
22:27which has a quest you get early on in Paradise Island.
22:29Not only do you kind of encounter this very early,
22:37and it's a very core one to the story,
22:40but it really expresses our philosophy
22:42of allowing the player to solve problems in a bunch of ways.
22:45So you may solve it by, you know, speech options.
22:50You may talk to them and maybe have to go do a quest for them
22:53and really kind of prove that you're a friend of the Protectorate to get by.
22:56I may have need of your help, stranger,
22:58if you are ready to seize an opportunity to show fealty to the Protectorate.
23:02You could go guns blazing and you could just take everyone out inside the POI,
23:07lower the bridge itself and kind of get across.
23:18You could sneak in, lower the bridge,
23:20and actually sneak in under the bridge to get over to the other side.
23:23You can bypass the bridge entirely if you found, like, certain gadgets,
23:46like the shield gadget that protects you from poison gas as you go across,
23:50or the double jump boots, which kind of allow you to jump across the chasm
23:54and get across that way.
23:57There's even a really kind of messed up way, right,
23:59which is players can actually sacrifice one of their companions.
24:02The companion who they just found is part of...
24:05We're no different than the reason we start tossing our own to the rats.
24:09I sure as law ain't gonna follow someone who can't see the wrong in it.
24:13I must admit I'm surprised we could come to an understanding,
24:16but I thank you for your loyalty, stranger.
24:18As promised, you shall have clearance to cross this bridge.
24:24It's such a fun quest, but again, it really showcases
24:27that we want you to be able to solve this in whatever way you want to.
24:31When you build your character your way, we're there for you.
24:33We really want you to have the experience that you want to have out of this.
24:36From the very beginning of our discussions about the Outer Worlds,
24:44we really knew we wanted every game to take place in a different colony.
24:48This lets us expand on all aspects of the universe.
24:51Every colony can be its own thing with its own flavor,
24:54and we can center them around anything we want,
24:56any ideas or setting we're interested in.
24:58Arcadia is an isolated colony with abundant resources,
25:02and it's run by an authoritarian faction called the Protectorate.
25:05Their dictatorship is thematically based around the question
25:08of how much freedom people will give up for security and luxury.
25:12For Protectorates,
25:12Arcadia is an Earth Directorate agent.
25:15You can think of them as kind of like space cowboys or space sky marshals.
25:20They're the good guys that go into places and kind of fix everything that's wrong.
25:25You're going to be one of those,
25:26but we don't tell you why you joined the Earth Directorate.
25:29There could have been a lot of different reasons, right?
25:31It could have been because you're an actual lawbringer,
25:33and you want to go in there and spread law throughout the galaxy.
25:36It could be that you're aroused about,
25:37and you just had nothing better to do.
25:40After you pick your background,
25:41one of the really important choices you have next
25:43is choosing your traits.
25:45While we had attributes in the first Outer Worlds,
25:47we've leaned into traits for the Outer Worlds 2,
25:49which are these big changes to your character
25:51depending on which ones you pick.
25:53So it could be something like Brilliant,
25:55where you can tag extra skills,
25:57and you start getting extra skill points,
25:59and that's obviously really great
26:00if that's how you want to build your character.
26:02You can also go and do something like Lucky,
26:03where you get extra critical chance,
26:05and you also get a lot of really cool options
26:07throughout the game as well.
26:09Of course, we brought back Dumb,
26:10so players love the Dumb option.
26:15Tell me, do you believe in signs?
26:24Not quite what I meant,
26:27but I like your contempt for boundaries.
26:29I could put your adventurous spirit to good use.
26:32And you get lots of really cool, fun conversation options in the game,
26:35but we took that even further,
26:36and again, there's lots of elements in the game
26:38where you can be dumb and use that for something.
26:41It could be something as simple as
26:42banging on a machine to get it to work.
26:49After you've invested in some of your traits,
26:51your next choices are going to be choosing your skills.
26:53The skills themselves basically allow you
26:55to build on your play style
26:56and what your character is doing in the game.
26:58That will be everything from playing stealthily
27:00to speccing for an explosive specialty.
27:11Throughout your entire journey,
27:12your character continues to change
27:14with the different choices you make.
27:15In the Outer Worlds 1,
27:17we actually had more skills than we have,
27:19so we condensed them down
27:20to really the core and essence
27:21of what we really wanted there,
27:23but we made each point that you put into a skill
27:25much more impactful.
27:26So instead of getting small percentage changes,
27:28we actually did much larger changes
27:30per point that you put into each skill.
27:32And again, all these things,
27:33because of how they're checked inside the world itself,
27:35can matter quite a bit.
27:36You know, just even having
27:37one additional skill point in something
27:39can open up a lot more options
27:40in the world itself.
27:41If anybody's played Fallout New Vegas,
27:43they'll be very familiar
27:44with the perk system.
27:46We basically borrowed that,
27:48but went even grander.
27:49We actually have more perks
27:50than Fallout New Vegas did.
27:52But here's the cool thing, right?
27:53We check and use perks
27:55for literally everything, right?
27:56So you can do everything from,
27:57hey, I want to make a stealthy build
27:59that steals stuff
28:00and is really good at that.
28:01Okay, great.
28:02Well, you can take maybe
28:03the pickpocketing perk.
28:04So that's not available to everybody,
28:05but if you select that,
28:06now you can actually go around
28:07and steal things out of people's pockets.
28:14There's another perk called heavy-handed, right?
28:16Where, say, you're a melee person.
28:17What this does is now your power attacks
28:19that you use actually knock people down.
28:23Oh, man, I really like
28:26the serial killer perk.
28:28As you start killing people,
28:30they will drop hearts.
28:31And you can take those hearts,
28:33and essentially you're taking
28:34these trophies, you could say,
28:36and it's actually giving you
28:37a permanent health bonus
28:38every time you do it.
28:40We have this perk called assassin.
28:42Now, this is an early game perk
28:44that you can take,
28:45which every time you stealth attack an enemy,
28:48you're actually going to get
28:48a movement bonus
28:50for a certain amount of time.
30:14One of my favorite things from Fallout New Vegas is the radio system.
30:18It was just iconic for me and I wanted to make sure that The Outer Worlds 2 had that.
30:22So we actually built out three different radio stations, one for each of the major factions.
30:27You also have a ton of music.
30:30Each station might have, like, I think 20 tracks of unique music that we've made for it.
30:33It's a lot of stuff.
30:35But the really cool part about this entire thing is that we actually put a lot of reactivity into the radio.
30:41So it will respond to the things that are going on around the world that you've been interacting with.
30:45So if you go into a location, let's say you solve a problem for the protectorate folks.
30:50If you listen to the protectorate radio station, they're going to be cheering you on as a hero.
30:55Wonderful news, everyone.
30:57The xeranium gas leaks at the auto-mech repair facility, strongly believed to be caused by anti's choice malefactors, have been corrected.
31:08Some hotshot for hire just managed to fix the electrum leak in their repair facility.
31:13Now, I'm not saying we caused it in the first place, but we sure like the idea of all those broken auto-mechanicals and all the excessive gasping and choking involved.
31:22This warfare, we came to spread freedom and liberate resources for profit.
31:30But this pesky Earth Directorate agent is mucking things up.
31:35They're not alone in doing so.
31:38And they think they can just choose how things play out.
31:43They could stop us from stealing the protectorate's brainwashing technology,
31:47which we need to improve our market share.
31:50What if this stranger aligned with the Order and that world computer of theirs?
31:57That could be the key to closing the rifts that threaten the colonies.
32:01So, you see why this menace must be wiped from the face of existence.
32:06Or, better yet, brought to our side through the power of capitalism.
32:12Now, let's get out there and buy our way to victory!
32:21I'm yearning and earning for you.
32:32My heart and breath in the blue.
32:40Every last bit of my way.
32:43Every last bit that I save is intended for you.
32:51Although, the cost may be high.
33:08One day, I know you'll be mine.
33:16Some day, perhaps, I'll own two.
33:21Or now, I'll take one that's brand new.
33:24Because I'm yearning and earning
33:27for you.
33:30Do you think I care that the colony is in disarray?
33:38We didn't come to Arcadia to get bogged down in pointless warfare.
33:43We came to spread freedom and liberate resources for profit.
33:48But this pesky Earth Directorate agent is mucking things up.
33:53They're not alone in doing so.
33:56And they think they can just choose how things play out.
34:01They could stop us from stealing the Protectorate's brainwashing technology.
34:05Which we need to improve our market share.
34:10What if this stranger aligned with the Order and that world computer of theirs?
34:15That could be the key to closing the rifts that threaten the colonies.
34:19So, you see why this menace must be wiped from the face of existence?
34:24Or, better yet, brought to our side through the power of capitalism.
34:32Bye-bye, boys.
34:34Now, let's get out there and buy our way to victory!
34:39I'm yearning and earning for you.
34:50My heart and revenue.
34:58Every last bit of my way.
35:01Every last bit that I'm paying.
35:04Every last bit that I save is intended for you.
35:14The Other Worlds 2 is an upcoming single-player action role-playing game developed by Obsidian Entertainment and published by Xbox Game Studios, serving as the highly anticipated sequel to the critically acclaimed 2019 title.
35:26Set for release on October 29th, 2025, the game will be available for Xbox Series X, S, PlayStation 5, and PC, launching day one on Xbox Game Pass.
35:37The story unfolds in the newly introduced Arcadia Star System, a distant colony fractured by mysterious space-time rifts and the growing influence of competing corporate powers.
35:47Players assume the role of an Agent of the Earth Directorate, dispatched to Arcadia to investigate the cause of these anomalies and navigate a complex web of political, scientific, and corporate intrigue.
36:00The colony is divided between various powers, including the Authoritarian Protectorate, corporations eager to exploit the instability for profit, and radical scientific groups attempting to harness the rift's potential.
36:11Unlike the Halcyon colony from the first game, Arcadia introduces an entirely new cast of characters, ecosystems, and settlements spread across multiple planets and orbital installations.
36:23The tone remains true to the series' DNA, an irreverent blend of dark humor, corporate satire, and retro-futurist aesthetics, while broadening the scope of its narrative themes to explore questions of identity, control, and the morality of progress in a fractured frontier society.
36:42Building on the strengths of the original, The Other Worlds 2 significantly expands its RPG systems and player-driven design.
36:49Players can now freely switch between first-person and third-person perspectives, offering more flexibility in exploration and combat.
36:58Character creation is more detailed than ever, with an expanded range of origins, traits, and flaws.
37:05Each flaw grants additional perk points, allowing players to specialize their build in creative ways, while new skill groupings and streamlined progression ensure that each level-up feels impactful.
37:16Combat has undergone a major overhaul.
37:20Gunplay feels weightier and more responsive, featuring refined recoil, improved aiming mechanics, and a broader selection of ranged and melee weapons, from energy rifles and plasma launchers, to experimental gadgets that manipulate time and gravity.
37:34Stealth and diplomacy have been deepened as well, with social and environmental skill checks influencing not only dialogue outcomes, but also access to hidden areas, mission paths, and alternate endings.
37:48Companion characters return with more reactive personalities and unique skillsets.
37:52Their loyalty, morale, and personal storylines can evolve based on player choices and factional alliances.
38:01The companion AI has been upgraded to support more dynamic combat behavior and conversational interjections, making them feel like true partners rather than passive followers.
38:10The narrative structure places even greater emphasis on choice and consequence.
38:15Quests feature multiple branching paths that adapt to player behavior, not only through dialogue, but also through reputation, past decisions, and world state changes.
38:27The main story is designed to be just one thread within a much larger tapestry of faction conflicts, side missions, and emergent events that can dramatically reshape Arcadia depending on how the player engages with the world.
38:43Factions are central to the Outer Worlds II's design philosophy.
38:47The Protectorate serves as the colony's militarized governing body, enforcing control through monopoly on faster than light travel.
38:54Opposing them are various corporations, such as Auntie's Choice, whose cheerful branding masks ruthless exploitation, and a rogue collective of scientists who view the rifts as a gateway to a new era of human advancement, regardless of the risks.
39:13Each faction offers distinct quests, rewards, and philosophies, and the player's alliances or betrayals determine the broader outcome of Arcadia's future,
39:24Aligning with one group may grant access to powerful technology or resources, while alienating others, and some endings can only be unlocked through complex combinations of diplomacy, sabotage, or subterfuge.
39:38The result is a living, reactive world where reputation matters, and every decision carries weight.
39:44The game is powered by Unreal Engine 5, delivering a massive leap in visual fidelity and scale compared to its predecessor.
39:54Environments are more diverse, ranging from glittering megacities and desert wastelands to alien jungles and rift-scarred landscapes filled with dynamic lighting and atmospheric effects.
40:04Improved animation systems, volumetric weather, and a redesigned UI contribute to a more immersive and cinematic presentation.
40:14Traversal has been expanded, allowing players to climb, glide, and use new mobility tools to reach otherwise inaccessible areas.
40:23Interior hubs and planetary surfaces blend seamlessly, enhancing immersion and reducing loading interruptions.
40:30Obsidian has also overhauled the game's technical foundation to support larger environments, more detailed character models, and improved AI behavior across combatants and civilians alike.
40:44In keeping with Obsidian's storytelling heritage, The Outer Worlds 2 maintains the franchise's satirical edge, using humor and exaggeration to critique corporate greed, bureaucracy, and the commodification of progress.
40:58Yet beneath the satire lies a deeper, more introspective narrative about responsibility, free will, and the cost of ambition.
41:08The writing team has promised that, while the game remains funny, it will also explore more mature emotional territory than the first.
41:15Now you can enjoy the screenshots without any interruption. Enjoy.
41:45obsessive legends
41:52думаю
41:55they are definitely an audience of the spoilers.
41:57Rose
42:01mockery
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