Outer Worlds 2 Continues to Evoke Laughter, Against All Odds
During my first encounter with the original Outer Worlds, I was immediately drawn by its irreverent, Fallout-like brand of humor. This title featured engaging exchanges, individual logs, and promotional posters that portrayed a business-controlled nightmare that was both grim and humorous. My main fear starting the sequel was that this entry – through no fault on its part – might not be as funny compared to the first.
Admittedly, conditions weren't ideal. However, life certainly seemed a bit less broken back then. This game presented a dystopia that didn't hit extremely relatable, and yet accomplished to be simultaneously heartwarming and uproarious. I commenced The Outer Worlds 2 pretty sure that this release wouldn't be able to accomplish this a second time, but I'm delighted to state that I was wrong. This sequel is as smile-generating as the title that came before it, and also introduces original ideas instead of simply reusing identical material like an tired company slogan.
Evolving Characters
The majority of the NPCs gamers met in the initial release had been beaten down by the actions of corporate entities such as the in-game corporation, and were painfully aware of how much their existence was miserable. The Outer Worlds 2 moves events in a different direction, presenting individuals who are brainwashed (periodically symbolically, frequently actually). Numerous characters aren't even aware of how extremely disordered their conditions are, or that there might be alternatives to a lifetime passed under the boot of a massive corporation or limited by the doctrines of an intense faith.
This follow-up investigates methods of corporate control that are more deceptive than merely maintaining the population impoverished. Numerous characters have been indoctrinated into the type of excessively zealous "hustle mentality" rhetoric you'll find on social media accounts that claim to disclose the secret of achievement when you buy an expensive course, or put money into a sketchy crypto scheme. Even the game's corporate propaganda has developed.
Current Topics
There are still plenty of demotivating signs on the walls warning about deducting pay from workers who so much as consider taking a day off, but furthermore exist mentions of network marketing methods, such as a new hire handbook that boldly states, "Strangers are just customers YOU haven't met yet!" Being a person who grew up in a multi-level marketing environment, I instantly erupted laughing when I saw this reference, because it's a refrain I have often heard spoken verbatim by individuals in lower positions of such schemes.
Luckily, The Outer Worlds 2 is just as funny and sarcastic as the first game.
The Outer Worlds 2 additionally investigates the predicament many of us find ourselves in regarding employment, government, and even consumer choices: Being forced to select the smaller of several poor choices. When trying to choose whether to support a risky company or a dangerous religious group in the game, I discovered I was aligning with the known negative: A familiar business organization that is awful (though just utilizes promotion to brainwash its subjects), instead of the cult, which is equally bad, but uses a terrible method termed "mental refreshment" to control its members obedient.
Doubtful Authorities
Furthermore, the characters you work for could fail to be trustworthy. In the role of an Earth Directorate agent, your mission involves attempting to restore stability to this outpost following a forceful company buyout, and you'll soon discover that each of the aggressors and the residents adhere to distinct (but similarly terrible) beliefs. But a quick examination of the transmissions on your vessel's computer demonstrate that the Earth Directorate isn't precisely the galaxy's most moral organization as well, as shown by an answer to a distress call that tells the sender it will take "several organizational cycles" for a reply to their communication. (This duration is approximately the time it takes for me to reach a real customer service agent through calling these days.)
Familiar Situations
Many moments in this sequel are painfully relatable, but it's a cathartic sort of relatability, and the game manages to balance its depressing dystopian setting with comedy that's authentically amusing while avoiding incongruous. An important idea is the rapid beginning of deterioration that appears to occur after large company takeovers. Employees on both sides of The Outer Worlds 2's big merger experience their living standards decrease therefore, while the CEOs at the top of the hierarchy are, naturally, collecting the cash hand over fist.
Hey, at least I know my position.
Comparable to the first game, The Outer Worlds 2 is inherently funny, but it also doesn't shy away to get serious. At one point, while exploring around the game's first explorable world, I stumbled across a deceased individual with a recording nearby. This message showed that this character (who was aligned with the indoctrinating cult) had died in an accident during efforts to track down and eliminate her lover. This partner had apparently defected from their organization, and the deceased character was angry about her partner's {traitorous