The Outer Worlds 2is a big game with a vast, interconnected network of branching choices. It was almost a lot bigger, though β so big that it would’ve taken developer Obsidian Entertainment years longer to finish it, had it included one particular feature. The studio ended up cutting that feature, which is hardly an unusual occurrence in game development. Ideas pop up and get thrown out all the time. What’s noteworthy about this one is that it helped Obsidian start to solve one of its longest-running problems.
