On the eve of the game's launch, I caught up with The Outer Worlds 2 creative director, Leonard Boyarsky, to find out how far the franchise has come since its debut entry. You can watch the whole interview in the video player above.
And with missable companions to look for and killable NPCs to contend with, does Boyarsky have any tips to help guide players through? Check out the full video to find out (it's also available on our YouTube channel).
Cain was quoted as saying: "I not only told him how impressed I was, I found my notes from 28 years before. I said, 'Let me read you a few lines from a production meeting in July of '95…'"
So, sitting down over Zoom with Boyarsky — who also worked on Fallout back in the day, as far back as the first game in the franchise — I couldn't help but ask. What was the problem that you guys solved in The Outer Worlds 2? Do you know what Cain had been referring to?
View oEmbed on the source website"But I feel like one of the things we did here, that we've struggled with in the past a lot, is, like, when choices come up, for instance, if you've done something earlier in the game that has limited your choices, if we don't find a way to telegraph to you that that is what's happening, it feels like that's just how the game plays out.
"Like, 'Oh, I'm missing a speech line here, and I'm really close. 'cause I could see, I just need to put another point or two in there. I'm going to exit this conversation and go level up before I come back here and try to have this conversation.'
"And a lot of times it has to do with like, 'Oh, I didn't find the information I needed to, I didn't do this other quest, or I did this other quest in a way that is not allowing me to progress in the way that I would've maybe wanted to in this quest'.
"So for me, I think that that's a step forward in terms of how we're handling showing players that, and showing players why they're getting certain lines and why they're not getting other lines."
Boyarsky told us: "That was it was really tricky."
"Because we were like, 'Oh, everything you find is going to be tracked in this codex and you're gonna have this dossier system where you're able to kind of figure this stuff out.'
"And so, it was almost like a meta game. And the problem we found with that... besides the fact that it just took too long, because it's like, okay, on top of everything else... you know, we have skills, we have different things you can get if you've done other things.. and now we have this, each conversation is kind of like a puzzle on top of that."
"But even more than that, the big thing that I think really made us go, like, 'Okay, we need to streamline this just a little bit', is that it became a game of, like, 'I just need the information.'
"And I'm like, 'Oh I know I got the information I need from this character'. So, it really changed your focus, to, like, away from the storytelling, away from the characters you were talking to, and it turned into this hunt for like that, like, 'I got what I needed out of this conversation'.
"Like, 'Yes, there's information I needed, but it's really about, you know, what's going on story-wise and what's going on with each of these characters."
The Outer Worlds 2 is out now on Xbox Game Pass, Xbox Series X/S, PC and PS5. You can check out the rest of this interview below.
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