Obsidian RPGs such as Avowed have a certain... something that makes them different. Even when the formula is applied to an established franchise like Fallout (with the fan-favorite New Vegas), you just know who made the game from the way it feels and the way the characters interact.

The Outer Worlds, and now its sequel, The Outer Worlds 2, are as "Obsidian" as you can find. And while I loved the first one and the way it used the company's tried and true formula for RPG goodness, the developer wasn't too proud to learn a thing or two from other juggernauts of the genre like Baldur's Gate 3 (sure, one is turn-based and one real-time, but who's counting).

The most important thing Obsidian realized is that companions in RPGs could be better. So the developer appears to have looked at the bel

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