Saturday, February 07, 2026

The Expanse: Osiris Reborn—Owlcat's RPG looks like it actually gets it

I was about to restart The Expanse TV series for a full rewatch when I made a crazy choice: I cracked open Leviathan Wakes instead. As if I had time to dive into a new book series!

I'm barely past the opening, but it's already doing what the show did best—and it had me thinking about what an Expanse game actually needs to get right.

So when I finally caught the announcement trailer for The Expanse: Osiris Reborn in late 2025 (it dropped back in early June of last year, and I'd also seen it pop up on Kickstarter at some point), I hit play with that exact mindset: hopeful, cautious, braced for impact.

The trailer nails the “Expanse camera language”

My first reaction wasn't “oh cool, Expanse branding.” It was “oh... this moves like The Expanse.”

The ship angles. The combat framing. The way motion feels weighty instead of floaty. It doesn't look like glossy space opera—it looks like a world where velocity and bad decisions can ruin your day.

That matters. Because plenty of sci-fi games can copy the look. Fewer can capture the tone.

Why The Expanse works and why the bar is high for Owlcat

For me, The Expanse hits because it's anchored in a near future that feels plausible. Not “magic tech solves everything”—more “physics is still physics,” and humans are still humans: tribal, political, complicated — in the same way For All Mankind does (makes you wonder if these two narratives aren't tied). 

The Earthers/Martians/Belters tension is worldbuilding at its best. It's not just backdrop—it drives every conversation, every compromise, every fight.

Also: I've always had a weakness for Naomi Nagata. Not because she's flawless—because she's real. Smart, principled, stubborn, carrying an entire solar system's worth of pressure on her shoulders.

Dev Diary: Small details suggest this isn't just “Mass Effect vibes”

I don't want to over-index on a dev diary (marketing is still marketing), but a few design choices they're talking about are exactly the kind of thing that could make this feel like a proper RPG—not just a shooter with dialogue wheels.

Here are the takeaways that actually matter:

  • Playstyle isn't a hard class. It sounds more like a starting lane: you pick a vibe, learn the rhythm, then branch out. That's good design if they stick to it—and it avoids the “I picked wrong 20 minutes in and now I'm doomed” problem.
  • Early experimentation is encouraged... but not forever. They're openly talking about a point where you'll have to commit. That's a big deal, because it means choices might actually have weight instead of endless respec freedom.
  • Combat is built as a 3-layer loop: cover-based shooting + gadgets/abilities + companions. If that's real, then the game lives or dies on whether all three layers feel useful, not optional.
  • Companions aren't just story mascots. They're hinting at companion-triggered “combat opportunities” using the environment. That's the kind of tactical detail that can keep fights interesting—if it doesn't become a gimmick you forget exists.
  • Origin/faction should matter. Earther/Martian/Belter isn't just cosmetics (at least, that's what they're signaling). If NPC reactions and access actually change, that's very Expanse.

If Owlcat pulls this off, the pitch becomes way more interesting than “here's an Expanse skin over a familiar formula.” It becomes: an RPG where identity and commitment actually shape your playthrough.

Official hub: https://osirisreborn.owlcat.games/

What I'm still side-eyeing (because we don't know enough)

I'm optimistic, but I'm not handing out medals for a good trailer. We've all been disappointed way too many times in the past with games that came no way near their announcement trailers.

Stuff I still need to see:

  • What “commitment” really means (soft pressure vs limited respec vs hard lock)
  • Whether companions are deep systems or “press button sometimes”
  • How much of the solar system is playable vs set dressing
  • Whether the writing captures Expanse-grade tension (not just “cool factions and tough talk”)

The Expanse doesn't work because it's stylish. It works because consequences hurt.

That's the bar.

Dev diary video (watch this after the trailer):
If you want the “how does character building and combat actually work?” angle, these two dev interviews are loaded with good intel:

The Expanse: Osiris Reborn Developer Interview | New Game+ Showcase 2026


The Expanse: Osiris Reborn Exclusive Interview | New Game+ Showcase


My takeaway

The trailer sold me on the vibe. The dev diary sold me on the possibility that Owlcat is aiming for meaningful choices and real identity-driven roleplay.

Now I'd like some actual proof.

Show me systems. Show me consequences. Show me that this universe still doesn't play nice—even when you're the protagonist. I know some gameplay videos that were recently released. Time to watch a few of those.

And if they pull it off? When the game finally comes out, I might take a break from EVE from time to time to be the Belter I've always wanted to be.

Gonya gut, beratnas!

No comments:

Popular Posts

Most Recent Post

The Expanse: Osiris Reborn—Owlcat's RPG looks like it actually gets it

I was about to restart The Expanse TV series for a full rewatch when I made a crazy choice: I cracked open Leviathan Wakes instead. As if ...