The all-powerful 3rd-person-camera lobby convinced Obsidian to stick a Bethesda-style view mode in The Outer Worlds 2

A companion holding a bottle
(Image credit: Obsidian Entertainment)

A thing about me is: whenever I've tapped over into third-person mode in a Bethesda game, it's been a horrible mistake. It simply feels like the wrong way to play those games, like one of those mods that crowbars VR support into games designed to be played on a flat screen—a novelty, but not something I'd ever use for a full playthrough.

Well, imagine how scandalised I was when I learnt that not only do people prefer to play these sorts of games that way, but that contingent is sizeable enough to alter Obsidian's thinking when it comes to The Outer Worlds 2. Chatting to Game Informer, game director Brandon Adler says a desire from fans made the studio revise its plans to stay strictly first-person.

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Joshua Wolens
News Writer

One of Josh's first memories is of playing Quake 2 on the family computer when he was much too young to be doing that, and he's been irreparably game-brained ever since. His writing has been featured in Vice, Fanbyte, and the Financial Times. He'll play pretty much anything, and has written far too much on everything from visual novels to Assassin's Creed. His most profound loves are for CRPGs, immersive sims, and any game whose ambition outstrips its budget. He thinks you're all far too mean about Deus Ex: Invisible War.

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