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My Commander’s unlikely glow-up in The Outer Worlds 2

My Commander’s unlikely glow-up in The Outer Worlds 2

G
GAIA
Published 11/20/2025
10 min read
Reviews

Key Takeaways:

  • The Outer Worlds 2 refines its satire and RPG systems to reward creative playstyles.
  • Combat is more satisfying with varied ammo types, tactical time dilation, and gadgets.
  • The new Leadership skill makes you lean on companions, giving choices genuine weight.
  • Performance is generally solid on PC and Xbox Series X, with occasional hiccups.
  • Two skill points per level forces meaningful build decisions, for better or worse.

I went into The Outer Worlds 2 expecting a cozy rerun: smart-aleck writing, satirized megacorps, and a familiar cocktail of skill checks and shootouts. Thirty-five hours later, I’d built a Commander I didn’t anticipate—less swagger god, more accidental leader—because this sequel kept nudging me to lean into the crew, the perks, and the consequences. It’s still very much a pulpy space RPG with a satirical grin plastered on its helmet, but it also feels more confident about the chaos it wants from you.

My first 30 minutes in Arcadia: badge, blaster, and a spectacular mess

Character creation hit me with a joke I appreciated: nearly every background made me some flavor of “disgraced”—gambler, professor, freelancer, ex-con. I hovered over Lawbringer for the obvious power fantasy, then picked Roustabout because it sounded like a cosmic bouncer who failed upward. I tossed points into Guns and Speech, marked a handful of enticing perks as favorites, and stepped into my shiny Earth Directorate role with a badge, a ship called the Incognito, and the kind of confidence you only have before the first mission goes catastrophically sideways.

The opening operation sets the Arcadia region’s mood like a neon billboard: a factional war simmering under corporate takeovers, airwaves crackling with weird rifts that block Earth comms, and the Protectorate’s true believers happy to turn you into paste. Ten minutes later, I was waking up after the botched op, my crew scattered, objectives multiplied, and ego in triage. It’s a strong kickoff: propulsive without drowning you in exposition, and snarky without ducking stakes.

From space himbo to responsible Commander (kind of)

My plan was to play the fool: high Charisma, itchy trigger finger, and an allergy to nuance. The game happily let me live that dream for a while—high Speech scores unlocked conniving dialogue, and a lucky trait moonwalked me out of disasters. But around the 10-hour mark, I ran into dilemmas that didn’t feel fun to shrug off. A scientist begged me not to hand her research to Auntie’s Choice (the unholy merger of Auntie Cleo’s and Spacer’s Choice), while a Protectorate liaison dangled favors if I did. The “shoot and smirk” routine finally felt insufficient.

I doubled down on Leadership as my third specialization, which changed my playstyle more than I expected. Instead of brute-forcing every encounter, I hung back, pinged enemy weak points, triggered companion abilities at the right moments, and actually asked my crew what they thought. That’s where the role-playing clicked: not in the raw number of choices, but in how my own decisions slowly shifted the Commander’s center of gravity. I started as a caricature; I ended up someone I understood.

Combat finally feels like it belongs here

I remember the first game’s gunfights as serviceable. In The Outer Worlds 2, they’re outright satisfying. There are ten ammo types, and each weapon’s personality begged me to keep experimenting. A triple-barrel shotgun felt like ringing a dinner bell for pain—ka-CHUNK, ka-CHUNK, ka-CHUNK—while a Zyranium-based rifle drenched targets in radiation and turned automechs into walking landmines if I wasn’t careful. Swapping among pistols, rifles, and energy oddities became a mini-game, and the flexible mod system gives you the runway to specialize—if you can resist hot-swapping every time you pick up a shiny new toy.

Tactical Time Dilation returns as a “stop the party and line up the shot” button, and it’s still my crutch in a pinch. New gadgets round out your toolbelt: the Acidic Dematerializer for dissolving inconvenient bodies after a stealth kill, and the N-Ray Scanner for flagging cloaked enemies and revealing wiring paths during engineering puzzles. Practical note: the gadget slot always equips your last-used gizmo. I learned my lesson the hard way when I mashed the time-dilation button mid-fight and nothing happened because I’d left the Scanner slotted. A Protectorate captain sprinted at me yelling “Cut them down!” and I promised myself I’d check my loadout before every firefight.

Flaws and perks: embrace the chaos, reap the poetry

The perk system is deliciously goal-oriented. You earn a perk point every two levels, you can mark favorites from the jump, and the strongest perks stack into identity-defining builds. My Speech-heavy Commander grabbed Intimidator early—hurting a weaker enemy would panic them—and later layered Grim Visage on top to scare surrounding foes. In one corridor brawl, I tagged a zealot with a burning slug, watched two of his buddies throw down their rifles in terror, and advanced behind my human tank like a smug general. It’s equal parts theatrical and functional.

The Flaws system is where Obsidian’s mischief shows. If you do something consistently, the game might offer you a Flaw: a trade-off with teeth that also rewards a perk point. After reloading compulsively, I got “Overprepared,” which gave me bigger magazines but slapped me with a nasty damage debuff if I ever ran a mag dry. That Flaw changed how I played—I found myself counting shots by feel and backpedaling to reload mid-fight rather than squeezing the last bullet. Later, “Wasteful” popped after I spent the first dozen hours hemorrhaging ammo; vendor prices inched up, but enemies began dropping ammo like Halloween candy. It paired beautifully with a discount-leaning Flaw I’d taken earlier—Consumerism—so the net result was more bullets, less stress, and a weird sense that my Commander’s bad habits were finally working for him.

Companions: the real engine of this ship

Your crew is more than colorful commentary. Each companion levels with you, picks a perk every five levels from two choices, and carries a signature ability that plugs into your build. Early on, I sculpted Niles into a bruiser magnet; his taunt ability drew fire and boosted damage, giving me breathing room to juggle gadgets and line up shots. He also doubles as a mobile workbench, saving me from backtracking to the ship just to craft ammo or tweak mods.

Marisol was my favorite: an aging black-ops agent with a voice like gravel and a spine of tempered steel. Her companion quest played like a spy novel re-skinned with neon and void suits—layers of double-crosses, a choice that hurt no matter what, and a cold calculus I had to own. Bringing her into missions that touched old allegiances changed both my dialogue options and my read on the world. Between her and Niles, combat felt tailored to my leadership build, and the narrative felt textured with perspectives beyond my Commander’s blind spots.

A ship called the Incognito, and what home feels like

The Incognito is a proper home base: a cozy, swear-filled living room for a motley family. It’s where I checked crew opinions after major beats, queued crafting tasks, and chased personal questlines. The ship banter evolves as you make choices—sometimes supportive, sometimes side-eye—and it does the Mass Effect thing where simply walking the halls turns into story. In one quiet stretch between firefights, Marisol and Niles debated whether a Commander’s job is to inspire or to decide. I’d just botched a negotiation that doomed a minor outpost, and their back-and-forth made me admit my discomfort out loud. It didn’t present a dialogue choice, but it changed how I played for the next few hours.

Quest design, choice, and the stealth question

Most of your time is spent on distinct worlds, juggling faction reputation, and chasing the rifts mystery. The Protectorate is the common enemy, with Auntie’s Choice and the Order of the Ascendant as ideological extremes. You can talk or tinker your way out of many problems, but most quest beats funnel you into a fight. With my Speech/Leadership/Guns build, that felt right: soften targets with words, finish with bullets. A pure stealth or pure science build is technically viable but rockier—too many objectives are guarded arenas that expect clear-and-advance momentum.

Still, the standout moments let you improvise. During a break-in at an Ascendant archive, I traced power conduits with the N-Ray Scanner, rerouted a bypass to unlock a side entrance, and snuck my squad past a killbox to the objective. When a patrol spotted us, I fired the shotgun once, triggering my fear perks and sending cultists scrambling. The fight ended quickly, and it felt like competence rather than brute force.

Satire that bites (mostly)

Obsidian keeps swinging at late-stage capitalism with a bat labeled “Auntie’s Choice,” and it lands. The corporate voice lines, vapid training holovids, and cheery brutality of ad slogans—this is the series’ wheelhouse, and the sequel sharpens it with gusto. The Order of the Ascendant is the other pole: science as religion, knowledge as control. They’re painted as well-meaning but cold, and the jokes at their expense never landed as hard. With everything happening in the real world, dunking on scientists felt less like punching up and more like a shrug. Late-game choices add nuance, but the satire’s heat is unbalanced.

Progression friction: when two points per level isn’t enough

Two skill points per level forces tough decisions early. I actually liked being boxed in—it made my Commander feel distinct—but if you neglect combat stats for too long, the experience gets prickly. Higher-tier checks show up faster than you’d expect, and while perks can shore up gaps, the combat focus of most missions means a pure “face” or pure “tinkerer” build will need to finesse or flee more than fight.

The UI for builds is a small triumph, though. Marking favorite perks from the start nudged me toward a coherent identity, and the loadout system made weapon rotation easy even as I shuffled through ten ammo types. I still wish the game let me assign gadget presets or at least made swapping gadgets less fiddly in the heat of the moment.

Performance, art, and those little paper cuts

I played primarily on PC (Ryzen 5800X, RTX 3080, 32GB RAM) at 1440p on High settings. Most of the time I lived in the 70–100 fps sweet spot with a temporal upscaler on Quality, dipping briefly during particle-heavy storms and a three-faction melee on a scrapyard ridge. On Xbox Series X in Performance mode, it hovered around a consistent 60 fps, with minor dips during rift events. Load times felt snappy on both platforms. I did hit one hard crash on PC exiting a vendor menu, plus the occasional companion pathing hiccup—like the time Niles decided a waist-high crate was an insurmountable barrier and refused to follow during a firefight. None of it broke the game, but these paper cuts reminded me that post-launch patches will still be welcome.

Conclusion

The Outer Worlds 2 is a confident sequel that builds on its predecessor’s strengths—snarky satire, rich RPG systems, and charm—while adding layers of consequence through Leadership and Flaws. Combat and gadgets finally feel uniquely tuned to its pulpy tone, even if the satire sometimes swings unevenly. Performance is solid overall, with only minor hiccups on both PC and console. If you’re looking for a space RPG that rewards creative builds, meaningful crew interactions, and the occasional existential laugh, The Outer Worlds 2 is worth charting a course for.

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