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G2ThaUNiT said:
Ryuu96 said:

1. On the gaming side, what titles are you most excited about for the rest of the year?

For us and the rest of this calendar year, I really feel great about the slate of games. We just had “Avowed” come out, and I have to go backwards and just say Obsidian continues to do a great job. We’ve obviously talked about “The Outer Worlds 2,” “South of Midnight,” “Doom.” There’s more stuff, some stuff that’s unannounced and I’m walking in my head to make sure I don’t leak anything.

2. With the successful launch of “Indiana Jones and the Great Circle” back in December, and the upcoming release on PlayStation, do you have larger plans for updates to that game, as well as a potential franchise?

I will say, we’re really happy with “Indy” and the players and the reception. We do think there’s life in that franchise, and I’m just gonna leave it at that.

1. Does he mean more unannounced stuff that is releasing in 2025? Gears Collection? Double Fine?

2. More Indiana Jones? Wouldn't be a surprise since Jez already leaked that Disney wants more.

I'm guessing Phil isn't opposed to it, but he does end his statement with

"But going forward, I also want to give the teams the ability to do our own games and our own franchises. We have a lot of room to tell new stories, as well. And I want to make sure that’s an option for us."

He's been very public about not being very keen on licensed IPs, which he's doubling down on it here, but I'm sure he won't object if MachineGames tells him they have other things they want to do with the Indy IP.

MachineGames has two teams now so it could still fit in with his statement if they do both.



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The Outer Worlds 2: A Look at Its Expansive Worlds – IGN First

“One of the very first things we were targeting when we started The Outer Worlds 2 was to make these big, expansive areas. It's what players told us they wanted,” game director Brandon Adler told me when talking about how the team at Obsidian built the open regions for this sequel. But bigger doesn’t always mean better, and they seemed aware of that when creating the more expansive zones across the different planets and moons you’ll visit in The Outer Worlds 2. There appears to be a focus on rewarding exploration, creating dense environments, and designing areas that pull you in specific directions to investigate points of interest off in the distance. So, while it’s structurally similar to the original where you visit distinct open areas through the main quest, there’s a greater sense of scale this time around.

I was able to see some of these ideas in action with a gameplay tour of Golden Ridge, a new open region on the planet-moon Dorado that you’ll visit early on in The Outer Worlds 2. It’s an arid, desert-like region with trench lines from a war that broke out in the past, mining facilities run by a faction called The Protectorate, and a ton of hostile wildlife mutated from the polluted environment. Art director Daniel Alpert spoke about maintaining the first game’s decorative art nouveau and retrofuturistic inspirations, but going with something a bit more harsh for Golden Ridge. “We were able to pull from areas of the late old West to World War 1 and imbue the areas with little touches – you’ll notice a trench warfare line, and if you go a little further into a town, you'll still find that frontier colony vibe,” he said when working on Golden Ridge.

Adler spoke to how the art direction feeds into the stories they’re trying to tell, specifically on this planet: “Before we get into any area, we have deep conversations about the overall story, the factions and what they’re doing, and what's important to them. Asking things like, why was anybody in Golden Ridge?” He gave examples of collaborating with the art team to have a sort of synergy between aesthetics and the game’s purpose, saying “We’ll say like, we want the trench lines here, maybe for gameplay reasons, but talk about why it makes sense story-wise.”

As any good RPG does, these kinds of stories are woven into the regions themselves, and Adler teased some of that, saying “I won't get into what happens at the beginning of Golden Ridge, but there's a big state change in the area when you first get there. It’s going to blow people away and make them really want to investigate what's happening.” That’s said to be indicative of the rest of the game, as he continued telling me, “You’ll see that throughout a lot of our areas as well. We try to do those types of things - let the players see big events that are happening pretty early and get them hooked into the area.”

With that foundation, the team wanted to pack the region with interesting things along the way with the main quest. “We made sure of that with big open sightlines and we spent a lot of time and effort on making really cool looking points of interest out in the distance to really draw players and really bring them off the beaten path,” Adler said. He referenced filling these areas with side quests, supporting characters, and smaller stories to unravel, similar to the first game. There seems to be a concerted effort in rewarding players with collectibles (like a new collection of tossball cards) and gear, even for exploring parts of the region that don’t really have a specific story or quest purpose. It’s an important piece to this style of RPG, of course, and something they were conscious of when it came to improving things from the first game, making sure all parts of the development team were involved in making that happen.

I also got to see the Zyranium Lab, which is an interior level on Golden Ridge, and it was impressive not just for its scale, but the ways in which I can see gameplay possibilities for how I approach these kinds of games. In a similar vein as the exclusive gameplay demo I saw of the N-Ray Facility, I got the impression that levels like these are more intricately designed and drawing from immersive sims like Deus Ex and Dishonored. They’re larger and have multiple paths forward that look deliberate for a range of playstyles while still maintaining a focus on pulling the player in specific directions. “When we're building these more open spaces, we have a defined path that we want the player to go through. But in true Obsidian game style, we allow players to go everywhere and kind of experience whatever they want,” Adler said with regards to designing levels within the open regions.

Golden Ridge was the only open region I was able to see, so I asked about what we can expect from the rest of the game’s worlds. Alpert told me, “We intentionally design each of our worlds to feel different from each other. It's a unique landscape every time you land on a new moon or new area. So it shouldn't be like, you go somewhere new and it's a little bit more of the same. These other areas are completely different from the last moonscape you just came from, and the next one you're going to be visiting is completely different as well.” While that may seem par for the course in a spacefaring journey like The Outer Worlds, the conscious effort to address the limitations of the first game and be more intentional about how its worlds are built makes me hopeful that the The Outer Worlds 2 can be an evolution of how Obsidian designs its games and worlds.

So, from what I’ve seen thus far, The Outer Worlds 2 looks promising on several fronts. The reworked RPG elements look like they’ve been made to be more distinct when it comes to the role-playing experience, and the small snippets of gameplay show better accommodation for specific playstyles. And taking a look at the open zone of Golden Ridge gave not just a better sense of scale, but a natural sense of exploration with greater density and purposeful points of interest along the way. Soon, we’ll be diving deeper into combat design and the evolution of the Flaws system as part of IGN First exclusive coverage on The Outer Worlds 2, which also includes a conversation with original Fallout developer and creative director Leonard Boyarsky on how the first game was about establishing a new foundation for Obsidian and this sequel being the idealized version of that initial vision.

The Outer Worlds 2's Worlds Are Going Bigger – IGN First - IGN





You called down the thunder, now reap the whirlwind

Ryuu96 said:

Fuck sake. Do I need to buy another controller and maybe another wrap.

Time to rip and tear... your old wrap off. Or just stack them and make your Xbox look like Tom Brady



Me: "Alright.  So, I'm thinking a Limited Edition console with similar color tones to the DOOM Slayer, a big laser-etched engraving, light smatters of blood to draw the eyes, and incorporate the new chainsaw-shield in some way.  Oh!  And give the backside some kind of felt texture similar to Slayer's fur cloak."

MS: "Best I can do is a console wrap."



November 2025 Articles:

Battlefield 6 (XS) Review -- 6.5/10 |

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coolbeans said:

Me: "Alright.  So, I'm thinking a Limited Edition console with similar color tones to the DOOM Slayer, a big laser-etched engraving, light smatters of blood to draw the eyes, and incorporate the new chainsaw-shield in some way.  Oh!  And give the backside some kind of felt texture similar to Slayer's fur cloak."

MS: "Best I can do is a console wrap."

Who would've thought the Halo Infinite console would be the last LE we would get.

It's amazing how much Xbox has changed their entire business across the board this gen lol



You called down the thunder, now reap the whirlwind

Ryuu96 said:

Nate said it'll be a while before we see it in reference to a Fallout 3 Remaster.

Well, the ABK lawsuit Bethesda roadmap said it was aiming for 2 years after Oblivion Remaster/Remake, so it should in theory be a 2027 release to help tide Fallout fans over until Fallout 5 in probably 2033 or later. But things can easily fall behind schedule, it could end up releasing a year or two after that, especially if the same studio is developing it, Virtuos, 2 years of full development time is pretty ambitious for remakes on the scale of what leaked yesterday. Oblivion Remaster itself took longer than the original plan on the Bethesda Roadmap, it will end up releasing 2 years after Starfield, Redfall, and HiFi/Hibiki:

Last edited by shikamaru317 - on 16 April 2025

When does the spring sale happen?



Bite my shiny metal cockpit!

Leynos said:

When does the spring sale happen?

Preview ends in 3 hours.






This is a cool update!

Access Xbox Remote Play From More Devices

Players can now play any game installed on their console by visiting xbox.com/remoteplay on any device with a supported web browser. While access to Xbox remote play will no longer be available directly from the Xbox app on mobile, players will still be able to play from their mobile device’s browsers.

In addition to streaming from the web, players will soon be able to access Xbox remote play on more devices, including supported Samsung Smart TVs, Amazon Fire TV devices, and Meta Quest headsets.  

By unifying Xbox remote play and Xbox Cloud Gaming on Xbox.com, we’re able to support more devices, open access to the store on the Xbox app on mobile, and make it easier for our teams to optimize the streaming experience and build new features going forward.

As a bonus, starting this month, backward compatible games from the original Xbox and Xbox 360 will be streamable via remote play across all supported devices.

Last edited by G2ThaUNiT - on 16 April 2025

You called down the thunder, now reap the whirlwind