The Outer Worlds Sequel Continues to Be Funny, Amidst Challenges

Upon my initial playthrough of the original Outer Worlds game, I was quickly hooked by its irreverent, Fallout-like brand of humor. This release featured engaging exchanges, personal journals, and advertising displays that portrayed a corporate dystopia that was both dark and humorous. My main fear approaching The Outer Worlds 2 was that this installment – without blame on its part – might not be as comedic compared to the first.

Certainly, conditions weren't ideal. However, life definitely felt somewhat less damaged back then. The Outer Worlds showed a bleak future that didn't feel too close to home, and nonetheless succeeded to be at once touching and uproarious. I commenced The Outer Worlds 2 feeling quite confident that this installment couldn't succeed to achieve this again, but I'm delighted to state that I was wrong. This follow-up is as laughter-provoking as the game that preceded it, and additionally brings new themes rather than simply reusing identical material similar to a worn-out business tune.

Changing NPCs

Most of the NPCs players encountered in the initial release had been worn out by the actions of company organizations like Spacer's Choice, and were acutely conscious of how much their existence was miserable. This sequel takes things in a different direction, presenting individuals who are programmed (sometimes figuratively, regularly truly). Numerous NPCs don't even realize of how profoundly screwed up their conditions are, or that there may exist alternatives to a lifetime passed under the domination of a huge company or limited by the creeds of an intense faith.

This follow-up explores types of business domination that are more subtle than only making the population impoverished. Many NPCs have been brainwashed into the type of overly enthusiastic "grindset mindset" discourse you'll find on online profiles that vow to show the secret of achievement should you purchase an expensive course, or put money into a sketchy crypto scheme. Even the game's corporate propaganda has developed.

Contemporary Issues

There remain numerous unmotivational posters throughout facilities indicating reductions in staff compensation who even contemplate having a break, but furthermore exist allusions to pyramid scheme tactics, such as an employee manual that proudly declares, "Unknown people are merely patrons you still need to meet!" As someone who grew up in a multi-level marketing environment, I promptly exploded laughing upon viewing this allusion, because it's a phrase I have frequently encountered stated precisely by those at the bottom of those structures.

Fortunately, this follow-up is as comedic and satirical as the first game.

This installment additionally investigates the predicament various individuals encounter regarding employment, government, and even consumer choices: Needing to pick the reduced of two or three evils. While attempting to decide whether to assist a dangerous corporate entity or a dangerous religious group throughout the experience, I realized I became supporting the known negative: An established business organization that is terrible (yet merely employs advertising to indoctrinate its followers), as opposed to the religious group, which is similarly terrible, but uses a horrible approach called "psychological renewal" to keep its adherents in line.

Unreliable Masters

Furthermore, the characters you serve may not be reliable. As an Earth Directorate agent, you're tasked with working to return control to this settlement after an aggressive business acquisition, and you'll soon discover that both the invaders and the defenders follow separate (but similarly terrible) beliefs. But a quick inspection of the transmissions on your vessel's computer demonstrate that the Earth Directorate isn't precisely the galaxy's most moral authority too, as demonstrated by an answer to a help request that tells the sender it will take "three to five corporate years" for a response to their transmission. (This duration is roughly the duration it takes for me to reach a non-robot customer service agent over the phone nowadays.)

Recognizable Scenarios

Various situations in this installment are painfully relatable, but it's a cathartic sort of relatability, and this title manages to balance its grim future world with comedy that's authentically amusing while avoiding inappropriate. A primary concept is the rapid beginning of deterioration that happens to unfold after any major corporate acquisition. Staff members from all factions of The Outer Worlds 2's significant consolidation find their existence decrease consequently, while the CEOs in charge of the hierarchy are, expectedly, raking in profits hand over fist.

Well, at minimum I understand my situation.

Comparable to the original title, this sequel is naturally humorous, but additionally isn't afraid to turn solemn. At one point, while wandering around the title's initial accessible planet, I came upon a deceased individual with an audio log in the vicinity. The audio log revealed that this individual (who was aligned with the indoctrinating cult) had perished in an incident during efforts to locate and kill her romantic partner. This partner had apparently defected from their faction, and the now-dead NPC was incensed at her lover's {traitorous

Amanda Ryan
Amanda Ryan

Lena is a passionate gamer and tech writer, specializing in indie games and hardware reviews, with years of industry experience.