So, there I was, mainlining caffeine and scrolling through the Xbox Games Showcase announcements like it was my job (which, I suppose, it kind of is). And then it happened. The screen filled with that familiar, sarcastically corporate font. The Outer Worlds 2. A jolt of pure, unadulterated joy hit me. The first game was this perfect, scrappy little RPG that punched way above its weight class, a masterclass in tone and writing from the folks at Obsidian.
The trailer was everything I wanted. Dry wit. Self-aware narration breaking the fourth wall. A sense of a vast, new solar system begging to be mismanaged. But the narrator, in that perfect deadpan, said something that stuck with me more than any explosion or alien vista. He listed off the features: a new star system, new crew... and then he clarified they would be "new companions that you will not be able to kiss."
And I just started laughing. Not because it was a throwaway joke, but because it was so perfectly, quintessentially The Outer Worlds. It was a direct, hilarious acknowledgment of a modern RPG trope, and in the same breath, a confident statement of intent. This isn't that kind of game. And you know what? I think that's brilliant.
So, About That New Outer Worlds 2 Trailer...
Look, we didn't get gameplay. We got a vibe. A mood. A promise. The trailer showed us glimpses of our new would-be friends. A stern-looking military type. A quirky scientist who seems one bad experiment away from becoming a monster-of-the-week. The usual suspects for a space-faring RPG crew. But the trailer's focus wasn't on their combat abilities or their skill trees. It was on their potential. The potential for friendship, for rivalry, for those quiet moments on the ship where you really get to know someone.
The explicit line—the whole "no, you can’t kiss them" thing—isn't a bug; it's a feature. In a post-Baldur's Gate 3 world, where companion romance is a massive, celebrated part of the experience, Obsidian is planting their flag firmly in a different camp. They’re saying that the most meaningful relationships in a story don't have to be romantic. And if you played the first game, you know they can back that claim up.
I keep thinking about Parvati Holcomb. Her personal quest in the original The Outer Worlds is, without a shadow of a doubt, one of the best-written RPG quests of the last decade. And what was it about? Helping your deeply shy, asexual, and utterly wonderful engineer friend go on a date. Your role wasn't to romance her yourself; it was to be her wingman. Her confidant. Her friend. It was a story of profound platonic love and support, and it was more emotionally resonant than half the "chosen one saves the world and gets the girl" arcs I've ever played.
That’s the magic Obsidian is bottling. That's the promise of this sequel. More of that. Less of a dating sim tacked onto a space opera.
The Art of the Platonic Power Couple
Here's the thing. When romance is an option, it often becomes the default endgame for every relationship in an RPG. Every conversation is filtered through the lens of "am I gaining or losing approval points for a future smooch?" It can, if not handled perfectly, flatten the nuance of a relationship into a simple binary: friend or lover.
By taking that off the table from the start, Obsidian frees themselves—and us—to explore different kinds of connections. What about a mentorship? A bitter rivalry that slowly thaws into grudging respect? A purely professional relationship built on shared goals but zero personal affection? Or a sibling-like bond, full of bickering and unwavering loyalty? These are all fantastic, compelling dynamics that often get shoved aside to make room for the romance plot. It's a bit like how some multiplayer games focus so much on one mode that they neglect others.
I remember my crew in the first game. Vicar Max, whose crisis of faith was both hilarious and deeply philosophical. Felix, the sweet, dumb himbo revolutionary. Ellie, the cynical doctor who just wanted to be left alone. I didn't want to kiss any of them. I wanted to hear their stories. I wanted to help them wrestle with their demons. I wanted to see how they'd react to my latest catastrophically bad decision. They were my found family of disasters, and our bond was forged in blaster fire and bad corporate coffee, not romantic tension.
This approach feels more mature, in a way. It trusts the player to find fulfillment in character relationships that aren't defined by physical intimacy. It’s a bold choice, and frankly, a refreshing one. There are plenty of great adventure games out there that let you romance your companions, but few that commit this hard to platonic depth.
Why This Universe Doesn't Need Romance
Let’s be honest, The Outer Worlds is a deeply cynical, darkly hilarious place. It’s a universe where human life is the cheapest commodity, right behind saltuna and just ahead of corporate-branded loyalty. Everything is owned by a faceless Board. Your life is a line item on a quarterly report. It’s not exactly the most romantic setting, is it?
Finding genuine friendship—a real, ride-or-die connection in a universe designed to atomize you—is the most rebellious act you can commit. It's more powerful than any speech or explosion. Sharing a quiet moment with a crewmate, understanding their hopes and fears while the cold, corporate void of space hums outside the viewport… that’s the heart of this series. Adding a romance mechanic could almost cheapen that. It would feel like trying to shoehorn a rom-com into the middle of Blade Runner.
I initially thought, "Oh, a little disappointing," but the more I chew on it, the more I realize this is the right call. It keeps the focus squarely on the satire, the story, and the found family. The new Outer Worlds 2 trailer teases its companions and no, you can’t kiss them, and that's not a limitation. It’s a mission statement. It’s Obsidian telling us they know exactly what kind of story they want to tell, and they're not going to compromise that for a popular feature. In an industry that often feels driven by trends, that kind of confidence is something to be celebrated. For a different kind of celebration, sometimes all you need is a good recap, like the one for the Pokemon Worlds closing ceremony.
So bring on the new crew. I'm ready to be their therapist, their getaway driver, their enabler, and their friend. Just, you know, from a respectful, professional distance.
A Few Lingering Questions You Might Have
So wait, is there no romance in The Outer Worlds 2 at all?
Based on the trailer's very direct statement and the tone of the first game, it's a safe bet that player-initiated romance with companions is off the table. That doesn't mean romance won't exist in the world! We might see companions pursuing their own relationships (like Parvati did), or encounter romance in various side quests. The key distinction is that you, the player character, won't be the romantic center of your crew's universe.
Why do people even care so much about kissing video game characters?
It's all about connection! For many players, romance is the ultimate form of character validation and role-playing immersion. It makes the digital world feel more real and your companions feel more like actual people with complex emotions. It’s a powerful storytelling tool for creating high emotional stakes. There's no right or wrong way to enjoy an RPG; some people just love a good love story alongside their dragon-slaying or galaxy-saving.
What did the new Outer Worlds 2 trailer actually show us about the companions?
Visually, it was all quick cuts, but we got archetypes. We saw a figure in heavy, official-looking armor, suggesting a disillusioned soldier or corporate enforcer type. Another character was surrounded by lab equipment and bizarre flora, fitting the "quirky/mad scientist" mold. The trailer's whole point wasn't to give us deep dives, but to promise a new cast of distinct personalities to discover, bicker with, and ultimately rely on. The focus was on the promise of their stories.
Will I be totally lost if I don't play the first game?
Almost certainly not. The sequel is set in a brand-new star system with a new protagonist and crew. While you'd miss out on some of the world-building and the specific corporate satire of the Halcyon system, Obsidian is great at making their games accessible. You'll likely get a fresh start, though I'd bet my last can of saltuna there will be some fun easter eggs and references for returning players.