Editor’s note: Microsoft, parent company of both Bethesda and Obsidian, is under boycott by BDS.
Boy, there sure are a lot of western-style RPGs to play this year, aren’t there? And that’s not even counting all JRPG-adjacent releases like “Final Fantasy Tactics: The Ivalice Chronicles” and “Clair Obscur: Expedition 33.”
What’s got me thinking about this a lot recently is the massive influx of Bethesda clones I’ve played in 2025 alone. And while I call them that, it’s worth noting that Bethesda has put out exactly zero video games this year, but Obsidian has put out three.
It’s like this is the year of games designed to scratch that specific open-world RPG itch, but in a more interesting, satisfying way. These games are: “Atomfall,” the “Oblivion Remake,” “Avowed,” and “The Outer Worlds 2.” They makes something like “Skyrim” look quaint in comparison.
“Skyrim” remains a decent game that looks generic, relies on cookie cutter dungeons, spits out repetitive missions, offers a bland main story, and can’t deliver any of the charm that “Oblivion” has. Not even the comedy or nostalgic delights from “Fallout 3!” It trades in good jank for bad jank, it reheats the combat with the occasional dragon shout, and there’s nothing memorable about it unless you mod the shit out of the game.
In comparison, I’m struck by the refreshing nature “Avowed” brings in its multiple open maps. I’m reminded about how its capable to include modern combat into an open world game by the tweaks to shooting Bethesda itself included in “Starfield.”
“Atomfall” has so much soul. “The Outer Worlds” has strong direction. In fact, many of these games have compelling quests and characters, but “Skyrim” has none of it. It’s still a dull, boring, lifeless experience with some trees, rivers, dragons, and snowy mountain tops.
The “Oblivion” remake really got my head going because of how much I enjoyed my time in the arena, being followed by a fanatic, seeing the depths of hell in Oblivion gates,and then going through the Thieves Guild and joining the Dark Brotherhood.
The vibrant colors of the Shivering Isles, the kaleidoscope of surreal life that accompanies the giddy Daedric Prince of Madness Sheogorath — it’s so much of what I want from a fantasy game, and “Skyrim” waters it all down into a more palatable blockbuster.
Sometimes, going through a cave over and over feels like busywork. And sometimes you encounter a vault full of clones named Gary who can only say their names in increasingly hilarious ways. Personality goes a long way, and “Skyrim” just feels skin deep after all of these years. And I still hate the UI, the menus going sideways and the constellations for skills. Just not a fan.
Not to say that Bethesda games since haven’t also had the same glitches, lifeless AI, or subpar writing, but I had more fun playing their other games. They left a bigger impression on me, their loot was more impressive, and the sense of adventure more interesting.
I think Todd Howard and co. have a big task ahead of themselves, because creating an open world sandbox with plenty of worthwhile things to do is important, dynamic moments between interactive NPCs and enemies and wild animals is important, updating the engine is important, showing us something new in such an old franchise is important, and I’m not sure swinging my sword around wildly in first person cuts it anymore.
“Avowed” had a phenomenal pace to it, meaningful decisions, consequences to its world, and kick ass combinations with its spells, guns and melee options. Wandering around “Oblivion” felt manageable compared to “Skyrim” which was too large and empty for its own good. So you can say I definitely prefer “The Elder Scrolls IV” to any of the other games in the series.
While “Avowed” is an extension of Obsidian’s beloved “Pillars of Eternity” fantasy franchise, their sci-fi fare is red hot as well. I played through the entirely of the first “Outer Worlds” game and its expansions over the summer in preparation for the sequel, and I really found myself falling into its groove as I completed side quests and collected the unique guns just like my days in the Capital Wasteland.
And so far, “The Outer Worlds 2” seems to be better in almost every way except the characters aren’t as memorable. There isn’t a Parvati-caliber companion in the mix, and the overall narrative is just set dressing for me to go around and level my space ranger up. However, the new perk system and more thoughtful upgrades in “Outer Worlds 2” aren’t pointless or shallow.
You can’t respec, so a lot of care and thought needs to go into every decision. This is a real-deal hardcore RPG in the way you build your character and make your way through dialog trees talking to NPCs. I like this change in direction because it would have been very easy to just make more of the same, but there was clearly a narrowing in focus on more consequential character building and play styles.
The shooting feels better, the UI looks sharper, and the entire game delivers a cohesive experience that outshines its predecessor. I’m not going to finish this by the end of the year because I don’t have 50 hours to give to Obsidian, but this is a strong contender in a year chalk full of role-playing masterclasses.
Image Credit: “The Outer Worlds 2,” Obsidian Entertainment





