The Expanse: Osiris Reborn – 35 Minutes of Beta Gameplay
Check out this big slice of The Expanse: Osiris Reborn gameplay, the upcoming Mass Effect style RPG from Owlcat Games set in the universe of the acclaimed TV show. Taking place between seasons 1 & 2 of The Expanse, the beta picks up shortly after your escape from Eros (yes, that Eros) following its devastation at the hands of Protogen. Check out what is sure to be a huge choice & consequence narrative full of references and easter eggs for fans of The Expanse show and the novels it’s based on, and try not to wince when you hear what is probably the worst Irish accent in game VO we’ve ever heard. And that’s saying something. Still, dodgy VO aside, The Expanse: Osiris Reborn gameplay reminds us in all the best ways of Bioware’s heyday while adding its own Expanse-style things to the mix: the zero-g "mag boots on the ground" combat for one thing, and the sound design that mimics the show’s physical realism.
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The Expanse: Osiris Reborn – 35 Minutes of Beta Gameplay
The Expanse: Osiris Reborn delivers a confident step forward for the franchise, presenting a beta glimpse that balances spacefaring spectacle with grounded, mission based action. This 35 minute session highlights the core loops, visual ambition, and the tuning that will shape the final product. What follows is a concise, professional read on where the experience currently sits and where it could go in the weeks ahead.
First impressions center on the setting and mood. Osiris Reborn leans into a sleek yet weathered aesthetic that blends industrial practicality with cosmic grandeur. The art direction favors a lived in future where space stations resemble battle tested hubs, not pristine showpieces. Lighting carries weight, from the cold glow of console panels to the amber spill of emergency strobes during skirmishes. The atmosphere feels intentional, with ambient soundscapes that hint at a larger saga while keeping the door open for personal, character driven moments during exploration.
Gameplay cadence unfolds through a mix of on foot exploration, ship based traversal, and mid level skirmishes. The beta demonstrates a clear core loop: advance through a mission area, engage hostile forces, acquire key objectives, and prepare for the next neighborhood of the map. Movement feels responsive and intuitive, with a focus on maintaining momentum during encounters and using space to your advantage. The gunplay is serviceable with a range of tools that encourage both precision and aggression depending on the situation. Firefights emphasize cover, line of sight, and resource management, rather than raw brute force, urging players to weigh risks as encounters escalate.
In terms of systems, the beta presents a connected stack of mechanics that feel cohesive when used together. Navigation balances navigation aids with environmental storytelling, guiding you toward mission markers without eliminating exploration. Encounter design favors varied pacing rather than repetition, alternating claustrophobic corridors with open air skirmishes in aerial or zero gravity segments. Inventory and upgrade paths appear to reward strategic choices, hinting at a progression curve that could reward patient scouting as well as quick action.
From a combat perspective, the design leans into tactical decision making. Players can expect a blend of ranged engagements and more intimate confrontations in close quarters. enemy behavior shows purposeful patrols and retreat patterns that encourage observation and planning. While the beta constrains some enemy variety, the encounters still feel purposeful and provide a sense of escalating challenge as you push toward objectives.
The user interface supports clarity without over saturation. UI elements are purpose driven, with clear objective markers, readable health and resource indicators, and accessible inventory management. The map system appears functional for both mission tracking and environment orientation, which helps reduce potential fatigue during longer sessions. As a result, players can maintain focus on what matters in the moment rather than fumbling through menus during a tense engagement.
From a storytelling lens, Osiris Reborn builds narrative through world building, character interactions, and mission briefings that imply a larger arc. The writing presents a grounded, serious tone that suits the setting and gives players meaningful stakes for their actions. Even in a beta context, these elements contribute to a sense of place that can support a compelling arc as the game evolves toward its final form.
Performance and presentation are solid across this beta window, with stable frame rates in most sequences and well composed cut scenes that marry visuals to audio design. Some pacing dips and asset streaming nuances are natural in an unfinished build, but they do not overshadow the experience. On the audio side, weapon sounds, environmental ambience, and voice acting convey a professional level of polish that complements the visuals and supports immersion.
Looking ahead, a few opportunities for polish emerge from this initial hands on. Increasing enemy variety and introducing more dynamic AI behavior will help maintain tension across longer sessions. Fine tuning of the upgrade economy could add strategic depth without slowing progression. Finally, continued optimization to balance performance across platforms will be important as the team scales content breadth and mission complexity.
Overall, this 35 minute beta gives a confident snapshot of The Expanse, with Osiris Reborn asserting its identity through a strong visual language, purposeful level design, and a gameplay loop that promises both momentum and strategic depth. The core systems are coherent, the tone is appropriate for the setting, and the groundwork is in place for meaningful player investment as development continues. If the final product maintains this trajectory, Osiris Reborn could establish itself as a compelling entry in the spacefaring action genre, offering memorable missions, robust combat, and a world worth returning to time after time.
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