The Outer World 2, Colonies and Collapsing Realities for the Return of a Classic!
by Simon Larocca·November 19, 2025
The universe, the stars, the distant distant galaxies and the monstrous leviathans, capable of swallowing light and entire worlds and that we call black holes, with a mix of ancestral terror and feline curiosity, represent for us mere mortals the highest point that the concept of mystery could ever reach. The sci-fi gaming community often lives on memories, as we know, of those legendary masterpieces and uneven productions that, over the decades, have managed to excite its members (Wing Commander and Defenders back in time, the Mass Effect saga more recently) and inflict disappointment with the power of a phaser beam at maximum power (The Callisto Protocol above all, but because of very high expectations that were not met for various reasons).
Ed is precisely on the basis of those expectations, largely met with its beautiful predecessor, that Obsidian Entertainment’s new work prepares to take off into deep space, in search of new colonies and collapsing realities to save: The Outer World 2 was released on October 29, 2025 on Xbox Series X/S, PlayStation 5 and PC.
Il primo capitolo was published in 2019: there’s no need even to say it (but I’ll say it anyway because I’m meticulous), but in the twenty-first century, in video game terms, six years is a torturous eternity for everyone stirred up by the growing hype at every rumor about a possible sequel. Trying not to ruin your next gaming experience with annoying spoilers that recount key parts of the first TOW, suffice it to say that the game’s plot in this sequel seems to distance itself from the previous chapter, and not just in terms of setting. The protagonist we will control, an Earth Directorate Agent, will find himself in the colony of Arcadia, tasked with investigating a series of events that are sowing the seeds of total apocalypse: extremely dangerous rifts are opening, one after another. Our goal will be precisely to investigate, and in the meantime… live life in the colony by making difficult choices and, since we’re at it, build our legend.
Obsidian and its guys are no strangers to layered, deep adventures, where the customization of every aspect of the story is focused around the protagonist: among their most incredible works, let me say, are Pillars of Eternity and the unforgettable Neverwinter Nights 2, shining examples of how to structure a macro-plot scattered with well-written side quests capable of giving even more value to the game’s overall economy.
A famous twenty-minute video gameplay revealed Obsidian's intentions, namely to give ample space to exploration of a much larger, interactive, and ever-evolving game world around us. A fundamental aspect of the The Outer Worlds experience, and one that in the sequel also seems set to reach an even higher level, in terms of dialogue lines, characterization, and impact on the adventure (not only from a narrative point of view, but also during encounters, etc.), is the presence of non-player characters. Interacting with them will be an integral part of the adventure, or at least that is what the developers have promised since the very beginning of the online spread of the upcoming title's concept. Recruiting them and making them our companions will give us the concrete possibility of unlocking new ways to approach missions: I know very well what you are thinking, both those of you with itchy trigger fingers and those who instead love to make themselves invisible like space ninjas, and yes, all of these elements will be customizable according to your tastes. And, of course, every choice will have its consequences.
Simon Larocca
My name is Simon Larocca, and I am a gamer, collector, and lover of pop culture in all its forms. I go to the cinema whenever I can, I have been reading since I started wearing glasses, so, basically forever, and I have a passion for storytelling in all its forms, so powerful that it became my profession. But as Doc from Ritorno al Futuro would say, there would be no present if one did not look at the past with respect and admiration, and it is the Simon child of more than thirty years ago, give or take a year, who is to thank for that.
Simon Larocca
My name is Simon Larocca, and I am a gamer, collector, and lover of pop culture in all its forms. I go to the cinema whenever I can, I have been reading since I started wearing glasses, so, basically forever, and I have a passion for storytelling in all its forms, so powerful that it became my profession. But as Doc from Ritorno al Futuro would say, there would be no present if one did not look at the past with respect and admiration, and it is the Simon child of more than thirty years ago, give or take a year, who is to thank for that.
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