The Outer Worlds Sequel Still Evoke Laughter, Despite Everything
Upon my initial playthrough of the first Outer Worlds game, I was instantly captivated by its satirical, Fallout-like type of wit. This title included dynamic dialogues, personal journals, and propaganda materials that illustrated a company-run society that was at once dark and humorous. My biggest worry approaching the follow-up was that this version – through no fault on its part – could fail to be as comedic like the original.
Certainly, situations weren't flawless. But the world certainly seemed slightly less fractured back then. The Outer Worlds showed a bleak future that didn't strike extremely relatable, and still managed to be both heartwarming and hilarious. I commenced the sequel rather certain that the sequel wouldn't be able to accomplish this once more, but I'm delighted to report that I was wrong. The Outer Worlds 2 is just as smile-generating as the title that came before it, and furthermore presents new themes rather than merely repeating the same content like an worn-out business tune.
Developing Personalities
The majority of the NPCs users found in the original game had been worn out by the actions of company organizations such as the in-game corporation, and were fully cognizant of the degree that their situation was terrible. The Outer Worlds 2 moves events in a distinct route, featuring characters who are programmed (sometimes figuratively, often literally). Numerous NPCs aren't even aware of how deeply disordered their situations are, or that there may exist alternatives to an existence spent under the domination of a large business or restricted by the beliefs of an intense faith.
This second installment examines forms of company influence that are more insidious than only making the population impoverished. Numerous characters have been programmed with the kind of overly enthusiastic "grindset mindset" language you can discover on social media accounts that promise to reveal the key to success should you purchase for an overpriced workshop, or put money into a dubious blockchain project. Furthermore, the release's company advertising has evolved.
Current Topics
There remain plenty of unmotivational posters on the walls threatening to dock staff compensation who so much as consider having a break, but additionally there are allusions to multi-level marketing strategies, featuring an employee manual that proudly declares, "Strangers are just customers YOU still need to meet!" As someone who grew up in a direct sales family, I instantly erupted in amusement upon viewing this mention, because it's a refrain I have frequently encountered spoken verbatim by individuals in lower positions of such schemes.
Fortunately, this follow-up is as comedic and satirical as the initial release.
The Outer Worlds 2 furthermore explores the predicament many of us experience regarding employment, government, and including buying decisions: Having to select the lesser of multiple bad options. When trying to choose whether to back a risky company or a concerning cult within the title, I found myself siding with the familiar evil: An established corporate entity that is terrible (but only uses propaganda to indoctrinate its followers), as opposed to the faith organization, which also sucks, but utilizes a horrible approach termed "psychological renewal" to keep its adherents obedient.
Doubtful Authorities
Furthermore, the characters you serve could fail to be dependable. In the role of an space operative, you're tasked with working to return stability to this settlement following an aggressive business acquisition, and you will quickly find that each of the aggressors and the defenders subscribe to differing (yet equally horrific) beliefs. But a quick inspection of the messages on your spacecraft's system reveal that the Earth Directorate isn't precisely the galaxy's most moral employer either, as evidenced by a response to an emergency signal that tells the sender it will take "3-5 business years" for a reply to their transmission. (This period is about how long it takes for numerous individuals to contact a human help desk employee over the phone these days.)
Relatable Moments
Many moments in this installment are painfully relatable, but it's a therapeutic type of familiarity, and this title manages to balance its depressing dystopian setting with wit that's truly humorous without feeling out of place. One major theme is the rapid beginning of enshittification that seems to take place after any major corporate acquisition. Staff members from all factions of The Outer Worlds 2's major acquisition see their quality of life decline therefore, while the CEOs at the top of the structure are, naturally, raking in profits rapidly.
Well, at minimum I recognize where I stand.
Comparable to the first game, this sequel is naturally humorous, but additionally isn't afraid to become dramatic. During a moment, while exploring around the release's primary explorable world, I stumbled across a corpse with an audio log nearby. The audio log revealed that this character (connected to the programming faith group) had perished in an incident while trying to track down and kill her romantic partner. This romantic partner had seemingly abandoned from their group, and the deceased character was incensed at her significant other's {traitorous