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00:00And 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.
00:07So 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?
00:13Like 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 uranium gas, which is a highly toxic gas.
00:22And they're like, hey, we're having lots of problems.
00:25And so you can go in there, and they want you to help fix this, and, you know, like a good Obsidian RPG, you can help fix that, especially if you have the skills and whatever.
00:34Or you can even make it worse and make it so they can never fix it by completely sabotaging it.
00:38And depending on what you do, both the Antti's Choice and Protectorate radio stations have something to say about that, right?
00:43If 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.
00:50And, you know, and then if you fix that thing, the Antti's Choice talks about you as, you know, this horrible presence that is helping out the Protectorate and, you know, not helping them.
00:57And so we do that in a lot of different places, and it really kind of makes the world feel alive.
01:02Like, again, it's just reacting to all of the things that you're kind of doing there.
01:06This is the sequel.
01:07So I'm imagining there's a lot of different considerations when you're making a sequel.
01:10But 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.
01:15What can they expect?
01:16Tell us a little bit about what the game is.
01:18Yeah, sure. So The Outer Worlds 2 is a big open-world CRPG.
01:22You know, it's in the vein of something like Fallout or Skyrim, if people are familiar with that.
01:27You can do dang near anything.
01:29You know, if you want to go guns blazing into stuff, we have options for that.
01:32You can talk your way through most things.
01:34You can stealth and sneak through a bunch of different things.
01:37Lots of choice and lots of reactivity and lots of consequences for those choices.
01:41Yeah, I mean, I feel like it's the hallmark of an Obsidian game, right?
01:44Everything that you're doing.
01:44And, like, the combat's improved. I was watching the previews and I got to play it myself.
01:48And it is everything that I think an Obsidian game should be.
01:51But, like, it's clear that you all are taking it to the next level.
01:53So I'm excited to play it when it comes out.
01:55We really, you know, started from scratch and stood up this IP with, like, you know, no previous knowledge of what it was going to be.
02:01You know, just coming up with the early ideas, how we're going to fit it all together, what it's going to look like visually, how that's going to represent our Robert Barron's in space aesthetic.
02:10You know, we had this whole turn of the century from the 19th to 20th century.
02:14You know, what's the retro future with that as a touchstone?
02:17How are the factions going to be represented?
02:19All that stuff is kind of tied up in how the writing is going to go and how we're going to represent the different characters and factions in the game.
02:25So we're here to talk about the radio and some of the interactivity and all that kind of stuff.
02:29What was it about that concept that made it, like, whatever we're going to put in the game, this definitely needs to be in it because it's so important to the game?
02:37Yeah, it was one of those things very early on, just talking with Leonard and Matt Singh.
02:41We were like, all right, we definitely want to have a radio.
02:43How do we want this thing to work?
02:44How do we want to piece this thing together?
02:46And kind of what's important to those things.
02:48Obviously, it's a good vector for reactivity.
02:50And so we use that a good amount in there where the things that you're doing in the world get commented on by all of the DJs in the different radio stations.
02:57It's also a really good way to get, like, a little preview of the life of the people in that faction.
03:04You don't always get that when you're interacting with the content itself, at least at that deep level sometimes.
03:09And so having the radio, it just lets you, like, what kind of stuff do they listen to in terms of the music itself?
03:15But, like, what type of ads are they having?
03:17What kind of PSAs are you hearing?
03:18And that really kind of just sets the...
03:20Some of the best games have had those elements.
03:21So it's really cool to see that you all are building that into the game.
03:24Just as a baseline for folks who are jumping into Outer Worlds 2 for the first time.
03:27Actually, right.
03:28But if you see that, like, they actually truly do think that they are spreading freedom and choice to people that don't have it.
03:33And they're confused why they don't want it in some cases.
03:36They're like, you can do whatever you want.
03:38Like, yeah, you have to work hard.
03:39You have to maybe, you know, cut some throats and step over some people to get what you really need.
03:44But you can go do that.
03:45You have the freedom to go do that.
03:46You know, when you're a protectorate subject, you didn't have the ability to do that.
03:49And so, you know, I think it's really interesting that we kind of leaned really hard on that and really kind of showed the cool stuff about them as well.
03:56Yeah, I mean, in movies, TV, games, no bad guy ever thinks they're bad, right?
04:01Right.
04:02And so some of the best characters have that nuance.
04:04They have that depth where they believe that they're doing the right thing.
04:08And, like, those are the best bad guys, so to speak.
04:11And so I wanted to talk a little bit about a little bit more into the DJs and obviously they're anything but neutral, right?
04:17Like, so can you tell me a little bit about what the writing process was like for that and the casting process?
04:23The antis was probably the easiest for us to kind of like wrap our heads around because that was pretty much a continuation of the kind of like the aesthetic and the vibe we set up in the first game, you know, and the type of humor.
04:33We did add, you know, the whole self-betterment, self-determination thing, individuality, which wasn't a big part of it in the first game.
04:42So we kind of added that element to it where they're kind of using that as their sales slogans.
04:46But from there, it was really kind of tough to figure out, like, I've seen how you play.
04:53And you can see Tristan's jumping right in there as well.
04:57You can take on that melee guy.
04:59Okay, okay.
05:00Yeah, well, you missed that.
05:03Let's take this guy out.
05:05All right.
05:06Give Niles a little bit of help.
05:07Yeah.
05:09You might want to take out some of the cover too.
05:11So something here is we have destructible cover.
05:13Taking this stuff out and destroying it means that enemies cannot use that as cover spots.
05:17Take this guy out.
05:18Yeah, so there you go.
05:19So you can see right there.
05:20You're able to knock him out of cover.
05:22Just get some free shots on him that way.
05:24One guy over here.
05:25All right.
05:27And that's all cleaned up.
05:28Let's go loot the bodies and we'll head inside the tomb.
05:31Got to get that loot.
05:32Got to get the loot.
05:33Truly got to get the loot.
05:37Oh, yeah.
05:38We take a look into the next room though.
05:41There's some windows over there we should be able to see inside.
05:44Let's see what's over here.
05:47Yep, just like I suspected.
05:48There's some auto mechanicals.
05:50I don't know if we want to fight those just yet.
05:52Why don't we find a way to distract them?
05:55Oh, yeah, as you can see right there, we have a cable leading to the back.
05:58Maybe there's something there we can use to distract them.
06:00Let's take a look.
06:01Yep, there we go.
06:05Not only did we find loot, but we have engineering panels that we can use.
06:10Yeah, so it looks like that will disengage the lock.
06:12But it'll cost you bits each time you take damage.
06:17So it's costly, but it can be really effective.
06:20Yeah.
06:20Pretty good for a monarch.
06:21I think pretty good for a monarch.
06:23They can afford it.
06:24All right, let's look for that secret exit.
06:27All this loot, loot stuff first.
06:32More loot.
06:33Oh, look, right there.
06:34Oh, yeah.
06:34You see the observation eye.
06:36Yeah, it looks like the remains are worth a lot.
06:38We're going to definitely sell those.
06:40I don't know who's going to buy them, but they're worth a lot.
06:44All right, let's go ahead and take a look around.
06:46Still looking for that secret entrance to the top secret facility.
06:50Just in case we get into combat, I'm actually going to equip my shield gadget here.
06:54Yeah, that's a good idea.
06:57And sure enough, more auto mech.
07:20I don't know who's going to be.
07:50The Outer Worlds 2 is an upcoming single-player action role-playing game developed by Obsidian
07:58Entertainment and published by Xbox Game Studios, serving as the highly anticipated sequel
08:03to the critically acclaimed 2019 title.
08:06Set for release on October 29th, 2025, the game will be available for Xbox Series X and
08:12S, PlayStation 5 and PC, launching day one on Xbox Game Pass.
08:16The story unfolds in the newly introduced Arcadia star system, a distant colony fractured by
08:22mysterious space-time rifts and the growing influence of competing corporate powers.
08:27Players assume the role of an agent of the Earth Directorate, dispatched to Arcadia to
08:31investigate the cause of these anomalies and navigate a complex web of political, scientific
08:36and corporate intrigue.
08:38The colony is divided between various powers, including the Authoritarian Protectorate,
08:42corporations eager to exploit the instability for profit, and radical scientific groups attempting
08:47to harness the rift's potential.
08:50Unlike the Halcyon colony from the first game, Arcadia introduces an entirely new cast of
08:55characters, ecosystems and settlements spread across multiple planets and orbital installations.
08:59The tone remains true to the series' DNA, an irreverent blend of dark humour, corporate satire and retro-futurist
09:07aesthetics, while broadening the scope of its narrative themes to explore questions of identity,
09:11control and the morality of progress in a fractured frontier society.
09:16Building on the strengths of the original, The Outer Worlds 2 significantly expands its RPG
09:20systems and player-driven design.
09:23Players can now freely switch between first-person and third-person perspectives, offering more flexibility
09:28in exploration and combat.
09:30Character creation is more detailed than ever, with an expanded range of origins, traits and
09:35floors.
09:36Each floor grants additional perk points, allowing players to specialise their build in creative
09:40ways, while new skill groupings and streamlined progression ensure that each level up feels
09:45impactful.
09:46Combat has undergone a major overhaul.
09:48Gunplay feels weightier and more responsive, featuring refined recoil, improved aiming mechanics
09:54and a broader selection of ranged and melee weapons, from energy rifles and plasma launchers to
09:58experimental gadgets that manipulate time and gravity.
10:01Stealth and diplomacy have been deepened as well, with social and environmental skill
10:06checks influencing not only dialogue outcomes, but also access to hidden areas, mission paths
10:11and alternate endings.
10:12Companion characters return with more reactive personalities and unique skill sets.
10:17Their loyalty, morale and personal storylines can evolve based on player choices and factional
10:23alliances.
10:24The companion AI has been upgraded to support more dynamic combat behaviour and conversational
10:29interjections, making them feel like true partners rather than passive followers.
10:33The narrative structure places even greater emphasis on choice and consequence.
10:38Quests feature multiple branching paths that adapt to player behaviour.
10:42Not only through dialogue, but also through reputation, past decisions and world state changes.
10:48The main story is designed to be just one thread within a much larger tapestry of faction conflicts,
10:53side missions and emergent events that can dramatically reshape Arcadia depending on how the player engages
10:58with the world.
11:00Factions are central to the Outer Worlds 2's design philosophy.
11:04The Protectorate serves as the colony's militarised governing body, enforcing control through monopoly
11:09on faster than light travel.
11:11Contexting them are various corporations, such as Auntie's Choice, whose cheerful branding
11:15masks ruthless exploitation, and a rogue collective of scientists who view the rifts as a gateway
11:21to a new era of human advancement, regardless of the risks.
11:25Each faction offers distinct quests, rewards and philosophies, and the player's alliances
11:30or betrayals determine the broader outcome of Arcadia's future.
11:34Aligning with one group may grant access to powerful technology or resources while alienating
11:38jungles can only be unlocked through complex combinations of diplomacy, sabotage or subterfuge.
11:45The result is a living, reactive world where reputation matters and every decision carries weight.
11:52The game is powered by Unreal Engine 5, delivering a massive leap in visual fidelity and scale compared
11:57to its predecessor.
11:59Environments are more diverse, ranging from glittering megacities and desert wastelands to
12:03alien jungles and rift-scarred landscapes filled with dynamic lighting and atmospheric effects.
12:09Improved animation systems, volumetric weather and a redesigned UI contribute to a more immersive
12:14and cinematic presentation.
12:16Traversal has been expanded, allowing players to climb, blide and use new mobility tools
12:21to reach otherwise inaccessible areas.
12:24Interior hubs and planetary surfaces blend seamlessly, enhancing immersion and reducing loading interruptions.
12:31Obsidian has also overhauled the game's technical foundation to support larger environments,
12:35more detailed character models and improved AI behaviour across combatants and civilians alike.
12:41Now you can enjoy the screenshots without any interruption.
12:44Enjoy!
13:11Thanks, guys.
13:13This is my pleasure.
13:14Now.
13:15This is one of the most popular spaces I recall in the last time.
13:17It's a great encounter, gdzie I was zas in the lounge as well.
13:17Here it is.
13:18I have a great narrative.
13:18There are plenty of questions.
13:19I have спасибо for your Lydia.
13:20I know you can hear from me, is not your shove your Don.
13:20Thank you so much.
13:20To my inner friend, then you stressed out strongump in business.
13:21And there's anything's ice creamier on your massa.
13:22Got you.
13:23I've got to Zola and I'mwyneth, but don't be afraid to ignite you.
13:24I have neither.
13:24Because of you can't try and answer all yourolly enhancements it up to your hands.
13:25Ok, so no matter who you are not safe for your heroes and studies.
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