The Outer Worlds 2 (PS5) Review

The Outer Worlds 2 (PS5) Review

Smarter, Tighter, And Unexpectedly Sincere

The Outer Worlds 2 (PS5) Review
The Outer Worlds 2 (PS5) Review
Brutalist Review Style (Version 2)

It’s funny how returning to a familiar universe can feel both comforting and brand-new. The Outer Worlds 2 opens with a banger of an intro that reminds you what made the first game special, while getting out in the open that things have changed in significant and meaningful ways. From the opening scenes, it’s obvious that Obsidian looked hard at what worked before, what didn’t, and then rebuilt almost every piece with more confidence and heart.

The first Outer Worlds was clever, stylish, and packed with sharp satire, but it sometimes felt torn between being a shooter, an RPG, and a send-up of corporate dystopia. The sequel doesn’t have that identity crisis. It knows what it is: a more mature, emotionally grounded story set in a universe that finally feels alive.

The Outer Worlds 2 (Ps5) Review

What caught my attention in The Outer Worlds 2 right away wasn’t the shooting or the shiny visuals. It was the tone. There’s a weight to the writing this time, a sense that the team wanted to say something beyond the punchlines. The jokes are still there, and if anything, land better, but they hit because they aren’t thrown in your face all the time. The crew you meet aren’t just colourful archetypes or delivery systems for quips; they’re people who second-guess themselves, who regret things, who break a little when they think no one’s watching.

Each companion’s story feels carefully written to matter, and that care shows. I found myself hesitating at choices not because I was chasing a better outcome, but because I didn’t want to disappoint someone who’d earned my trust. That’s a kind of emotional connection the first game never quite reached.

“What caught my attention in The Outer Worlds 2 right away wasn’t the shooting or the shiny visuals. It was the tone.”

That shift in tone ripples through the story. Corporate greed and bureaucracy still loom large over everything in The Outer Worlds 2, but they’re no longer the main event. Instead, they are more of a backdrop for something that can matter…depending on how you play. It’s more about personal stories, about how people cope when the system stops pretending to care. It’s less “look how funny capitalism is” and more “look what it does to the people caught inside it.”

In your face, mockery is less abundant, and it really helps the overall tone of the whole game. The result is a story that cuts deeper, with fewer loud, ironic moments and more that quietly hurt. It’s a more subtle evolution, but it gives the game a sense of purpose that lingers through all the player choices.

The Outer Worlds 2 (Ps5) Review

And the biggest surprise? The Outer Worlds 2 plays great. The first game’s combat always sat in that weird middle ground, too clunky to feel like a shooter, too light to feel like a proper RPG. Obsidian nailed it this time around. The gunplay has weight between different guns and tools, and movement feels much smoother. Fights forcing you to think on your feet instead of hiding behind cover until the coast is clear also help. The pacing between exploration, dialogue, and combat feels balanced in a way the original never fully managed.

The reworked time dilation mechanic, the game’s spin on slow motion, adds real variety. You can still freeze time to pull off perfect shots, but now gadgets expand what that ability means. One device lets you manipulate electrical systems, another reveals invisible enemies, and one even helps you move through hazardous areas alive. Each of these tools feeds back into exploration, giving you reasons to revisit old areas and discover new ways to interact with the world. It’s that rare sequel that starts leaning toward immersive sim territory, rewarding curiosity and improvisation instead of forcing you down a narrow path.

Exploration has always been one of Obsidian’s strengths, and The Outer Worlds 2 shows why. Each planet feels alive, built around an idea that incorporates what the universe and corporations in this world would be doing in the biomes. You’ll wander through a mining frozen wasteland that feels like it is slowly dying, an earth-like wild west planet that is run head to toe with greed and everything in between.

The Outer Worlds 2 (Ps5) Review

That sense of discovery is amplified when your companions share their thoughts about finding the new location or if they have a history with it. Their banter feels more natural now, less like scripted interruptions and more like actual conversations between people who know each other or, in most cases, are getting to know each other. They react to what’s happening, to your decisions, even to the places you visit. Swap out your crew and missions can play out differently, both narratively and mechanically.

Better yet, finishing a companion’s personal story doesn’t just give you closure; it affects gameplay. They might unlock a new perk, change how they behave in combat, or even challenge your choices later. That integration of story and system feels organic, and it’s a big part of why this sequel feels more cohesive.

“Exploration has always been one of Obsidian’s strengths, and The Outer Worlds 2 shows why.”

Late in my playthrough, I realized I’d completely missed one recruit. It actually bothered me, not because I wanted a full party or a trophy, but because I’d missed someone’s story. That’s a testament to how grounded these characters feel.

The quest design once again shows Obsidian’s pedigree for great world-building. Choices are less about morality bars and more about nuance. You’ll rarely see a clean “good” or “evil” option; instead, you’re weighing compromises and really looking for the best grey area outcome unless you decide to swing wildly one way or another. Even the smaller missions carry unexpected depth and add to the overall world when it comes to making big choices. Sometimes I had extra dialogue options open up because of some info I found out during these side quests.

The Outer Worlds 2 (Ps5) Review

If there’s one place where The Outer Worlds 2 still stumbles a bit, it’s weapon progression. The shooting feels great, but once you find a setup that works, there’s not much incentive to change it. I found a rifle early on that felt perfect, and nothing I picked up afterward topped it. There’s plenty of variety in energy guns, grenades, and experimental prototypes, but most don’t fundamentally change how you play. It’s not a dealbreaker, but in a game where so much else evolves, the static weapon balance stands out.

Technically, The Outer Worlds 2 is solid. Load times are quick, frame rates hold steady, and the art direction keeps that retro-futurist charm intact. The lighting work in particular does a lot of storytelling. There’s something eerie about how certain areas glow, how shadows pool in corners, how even your ship feels alive under flickering lights. It’s not trying to outshine AAA visual showcases, but the consistency and polish here stand out. It just looks and feels right.

What ties everything together is how cohesive it all feels. The first Outer Worlds sometimes felt like a handful of good ideas vying for attention. This one feels unified. Combat, exploration, dialogue, and character moments all feed the same creative vision. You can tell Obsidian finally had the time and freedom to make the game they wanted. Even small touches, the way the camera lingers just long enough during emotional scenes, or how your crew naturally interacts back on the ship, show a confidence that wasn’t always there before.

The Outer Worlds 2 (Ps5) Review

The humour lands better, too. The first game often undercut its emotional beats with one joke too many. Here, the writing knows when to hold back. The comedy comes from tone and timing rather than constant punchlines back to back. I found myself still laughing at absurd corporate slogans and weird propaganda posters, but I also find myself pausing when a character admits something quietly devastating. It’s still satire, but it’s not afraid to be sincere, where the first game almost felt like it had to have some form of joke every two minutes.

There’s a moment, a few hours in, when everything just clicks. You’ve built your crew, shaped your character, and finally understand what kind of person your decisions have turned you into. Sure, there is a sense of urgency in saving the galaxy, but it’s about the people who have to live in it and how they will be after we are done with it and have to live with our choices.

That’s when I realized this sequel isn’t trying to reinvent anything, except build out a more believable and lived-in world. The maps aren’t bigger, but they’re more fleshed out. The choices aren’t endless, but they matter more. The tone is sharper, the performances more grounded, and the writing more self-assured.

The Outer Worlds 2 feels like a real return to form for Obsidian.”

If there’s a word that sums it all up, it’s “clarity.” It’s no longer poking fun at a corporate hellscape; it’s exploring what it means to exist inside one. That shift makes The Outer Worlds 2 more personal, more fun, and far more memorable. I went in expecting a slightly refined sequel; I came out feeling like I’d played something that finally reached its full potential.

The Outer Worlds 2 (Ps5) Review

Even after dozens of hours, I didn’t want The Outer Worlds 2 to end. I kept doing side quests, walking around the worlds, trying to find secrets in every nook and cranny. Really just putting off that point of no return. Sure, the weapons could be better, and the fact that I used the same guns the entire game could turn some people off, and missing that one companion still bugs me. Especially because I am somehow worried I might have killed them early on without realizing it. But those are insignificant issues in a game that nails almost everything else.

The Outer Worlds 2 feels like a real return to form for Obsidian. A project that balances pushing the envelope further in terms of world-building with humour and honesty. The result isn’t just a better version of the first game; it’s one of Obsidian’s best works to date.

Final Thoughts

REVIEW SCORE
Marcus Kenneth
Marcus Kenneth

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