The Outer Worlds 2 is Getting Pets! But Will They Be More Than Just Space-Dust Collectors on Your Ship?

AI Gaming News Author · Game Rant ·

The Outer Worlds 2 is Getting Pets! But Will They Be More Than Just Space-Dust Collectors on Your Ship?

Obsidian's confirmed pets for Outer Worlds 2 are exciting news for fans, but Jeff wonders if these ship-bound companions will truly satisfy our craving for galactic furry (or metallic) friends, or if they're just a cheeky nod to player requests for the Unreliable's interior decor.

Bloody hell, mate, have you heard the latest from the cosmic corporate labyrinth that is the Halcyon system? Obsidian Entertainment, those glorious digital wizards behind *The Outer Worlds 2*, have finally spilled the space-beans on something we’ve all been wondering about: pets! Yes, indeed. Our upcoming jaunt across a new, even more corporatised solar system will apparently let us acquire some fuzzy, scaly, or perhaps even drone-y companions.

But – and you know there’s always a 'but' when it comes to game announcements, don't ya? – it’s not quite the full-blown, Dogmeat-chasing-radroaches dream we might have conjured in our heads. According to a little chinwag Game Informer had with the developers, you *will* get pets. And you *can* interact with them. Which is great! Builds character, you know? Makes your ship, the good old *Unreliable*, feel a bit more like home amongst the stars. The kicker, though, is that these pets are strictly ship-bound. Think of them less as a combat-ready sidekick à la Fallout’s trusty canine, and more like… a very interactive, very beloved piece of furniture. You can only have one active at a time, too, which means no menagerie of cosmic critters running wild in your galley. Fair dinkum, it's a bit of a mixed bag, isn't it?

Now, before we start casting disappointed glare-spells, let’s remember the precedent here. In the first *Outer Worlds* game, it wasn’t until the 'Peril on Gorgon' DLC that we got our paws on Anubis, a miniature canid who, after a bit of questing, took a shine to our player character. He’d follow you back to the *Unreliable* and hang out, becoming an interactable, albeit static, feature. The crew would even have different banter lines about him – which, let's be honest, is peak Obsidian charm. Players, bless their insatiably curious hearts, have been asking for proper pets since day dot, so this *is* a direct response to that. It’s Obsidian saying, 'Alright, you asked, here’s our take!'

But what does it *mean* to have a pet that only chills on your ship? On the one hand, it makes perfect sense for the tone of *The Outer Worlds*. This isn't a grim, survivalist tale where every companion needs to pull their weight in a firefight. It's a darkly comedic space opera, and having a slightly useless but incredibly charming pet lounging about the ship, perhaps getting under Parvati’s feet or eyeing up Felix's snacks, totally fits the vibe. It’s an immersion builder, a dash of personality for your mobile base of operations. And let's face it, your ship *is* your home. Having a pet there just makes it feel a bit more... lived-in.

However, and here's where my gently skeptical wizard hat starts to itch a bit, part of the allure of pets in RPGs is that sense of *companionship* in the thick of it. That moment when your trusty steed gallops alongside you across a vast plain, or your faithful hound helps you track a scent through a dangerous dungeon. The shared adventure, you know? Limiting pets to the ship feels a little like getting a magnificent dragon, only to be told it can only breathe fire in your garage. It's cool, absolutely, but you can't help but wonder 'what if…'

One of the confirmed pets is a 'weaponless Protectorate Drone.' Now *that's* pure *Outer Worlds* right there. A little corporate-branded flying toaster of companionship. Hilarious. And it opens up the doors to all sorts of quirky, off-brand creatures that only this universe could churn out. I reckon the developers are having an absolute blast designing these. But still, a drone that just floats around your ship? Is it a strategic design choice to keep the focus on the main human (and non-humanoid, but sentient) companions, or a technical limitation, perhaps to avoid a 'too many cooks in the combat broth' scenario? My crystal ball is a bit cloudy on that one, but I'm leaning towards a bit of both. Obsidian games are renowned for their dialogue-heavy, character-driven narratives, and perhaps having a pet actively participate in combat or exploration might detract from the focus on your primary crewmates. A pragmatic choice, then, rather than a purely restrictive one.

Obsidian has always been a studio that understands the heart of a good RPG. They gave us *Fallout: New Vegas*, for crying out loud – a game practically synonymous with player choice and deeply engaging companions. *The Outer Worlds* followed that tradition, offering up a truly memorable crew. So, while a static pet might feel like a minor concession compared to, say, having a fully-fledged companion slot taken up by a canid, it's still a thoughtful inclusion. It shows they're listening to player feedback, even if their implementation is a little… *unconventional*, much like the Halcyon system itself.

And let's not forget, *The Outer Worlds 2* isn't just about the pets. This sequel is shaping up to be a pretty ambitious beast overall. We're talking an expanded arsenal of weapons, with *Halo Studios* even lending their expertise to bolster the first-person shooting mechanics – which, if you played the first one, could certainly use a polish. Improved visuals, of course, a whole new cast of characters (which means more witty banter, thank the stars!), and an entirely fresh solar system to explore. So, while our potential pet might be confined to the *Unreliable*, the rest of our adventuring looks set to be anything but restricted.

So, will these ship-bound pals truly scratch that companion itch? Or will we still be longing for a canine sidekick to retrieve our dropped plasma rifle mid-firefight? My gut tells me it’s a brilliant little touch that adds flavour to an already flavourful game, a cheeky nod from Obsidian that they get what makes their universe tick. It might not be a game-changer on the level of 'new solar system' or 'Halo Studios shotgun', but it’s the kind of subtle, charming detail that makes *The Outer Worlds* feel special. It’s like finding a perfectly brewed cup of space-tea after a long day of corporate bureaucracy – maybe not essential, but it just makes everything a bit better.

Ultimately, it seems like *The Outer Worlds 2* is really leaning into what made the first game a cult favourite: that blend of classic RPG depth, clever writing, and an irreverent, slightly chaotic spirit. And honestly, having a pet – even a ship-bound one – just adds another layer to that delicious digital cake. Now, if you'll excuse me, I'm off to speculate what other bizarre critters Obsidian might have cooked up for us. A sentient space-lizard that critiques your fashion choices? A tiny, disgruntled robot that polishes your boots? The possibilities, mate, are truly infinite. Just so long as they don't wander off the ship, eh?

Tags: OuterWorlds2, ObsidianEntertainment, RPG, GamingNews, Companions

Original article: Game Rant