After six long years of waiting, The Outer Worlds 2 is finally here for those who can play it already during its early access period. I'm one of them, but only because I'm practically obsessed The outer worlds and I didn't want to wait five more days to play it. So far it has been worth it too, because not only is it The Outer Worlds 2 evolves to be much better than its predecessor, but it's also one of the best RPGs I've played this year – and I've played both Kingdom Come: Deliverance 2 and Clair Obscur: Expedition 33.
I would not put The Outer Worlds 2 in the same league as either of those games, but it's still far from one of those RPGs that I think I'll forget when I'm done with it. The improved gunplay, deeper build options, satisfying exploration, world design, and writing are all major strengths for me, and I just don't want to give it up – even if it's the responsible thing to do. But while all of these things are great and will no doubt keep me playing, I refuse to look down. I already did it once and regretted it. Now I will never do it again.
I can't see my feet in the outer worlds 2
Why can't I see my feet inside? The Outer Worlds 2? I look down, and there's nothing there but the ground, making my gun look like it's just floating in the air. It might seem like a weird thing to be bothered by, but in a game where playing in first person really makes me more immersed in its world, I prefer not to feel like the lower half of my body is missing the whole time I'm running around.
Maybe I'm being a bit too picky about something that others might think is such a minor flaw. All in all, the rest of the game is great, and I'm having a hard time finding much fault with it in nearly 15 hours at this point. At the same time, I know I'm not alone in this fairly common criticism of first-person games, as there are plenty of players out there who would rather look down and see their character's feet than nothing at all.
I mean, I understand why some first person games refrain from showing the bottom half of the player character. The camera would need to take into account more body geometry to include legs and feet, which could cause problems such as feet squeezing into the environment, awkward arm and leg movements, or blocking the player's focus. And the cost of implementing the animations required for it may not match the vision some developers have for their games. But what makes this case more difficult to justify is The Outer Worlds 2third person mode.
Camera modes available in The Outer Worlds 2:
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First person
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Third person close
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Third person long
I can already see my character's legs and feet when the game is in third person mode, which only compounds the fact that I can't see them in first person. The third person character model already exists, so basically, The Outer Worlds 2 have the assets that could be used in first person and my immersion would be preserved. Instead of feeling like a camera with a gun, I might actually feel like I'm the one running around Arcadia. Alas, every time I look down I am reminded that it is not the case.
Again, I could probably find bigger things to complain about, but there really isn't much else negative about my trip so far. I really love The Outer Worlds 2and I refuse to let my non-existent first-person feet ruin it for me. It's just so hard to stay immersed when I accidentally look down and notice that I haven't actually been running on my character's own legs the whole time.
- Released
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29 October 2025
- ESRB
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Mature 17+ / Intense violence, blood and gore, strong language
- Publisher
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Xbox Game Studios