The Outer Worlds Sequel Manages to Evoke Laughter, Despite Everything

When I first playthrough of the initial Outer Worlds title, I was quickly hooked by its irreverent, Fallout-inspired type of wit. This release included engaging exchanges, character diaries, and promotional posters that portrayed a company-run society that was simultaneously dark and amusing. My main fear approaching the sequel was that this version – through no fault on its part – wouldn't be as funny as its predecessor.

Certainly, things weren't perfect. Yet society certainly seemed slightly less fractured in those days. This game depicted a grim society that didn't hit too close to home, and still managed to be simultaneously heartwarming and uproarious. I began the follow-up pretty sure that this installment couldn't succeed to pull this off a second time, but I'm pleased to announce that I was mistaken. The Outer Worlds 2 is as chuckle-inducing as the title that came before it, and furthermore presents new themes instead of simply reusing the same content similar to a worn-out business tune.

Changing NPCs

The majority of the game characters players encountered in the original game had been beaten down by the activities of company organizations including Spacer's Choice, and were fully cognizant of the degree that their situation was terrible. This sequel progresses matters in a distinct route, presenting individuals who are brainwashed (occasionally metaphorically, frequently actually). Numerous NPCs don't even realize of how deeply messed up their circumstances are, or that there may exist options to an existence spent under the boot of a large business or restricted by the creeds of an intense faith.

This follow-up examines forms of business domination that are more insidious than merely maintaining the masses poor. Various personalities have been brainwashed into the kind of excessively zealous "hustle mentality" rhetoric you'll find on online profiles that promise to reveal the path to accomplishment when you buy for an overpriced workshop, or put money into a dubious blockchain project. Even the game's company advertising has developed.

Modern Themes

There are still numerous unmotivational posters in various locations warning about deducting staff compensation who even contemplate taking a day off, but additionally there are allusions to network marketing methods, featuring a new hire handbook that proudly declares, "Strangers are just patrons you have yet to encounter!" Being a person who was raised in a direct sales household, I instantly erupted laughing when encountering this mention, because it's a phrase I have often heard stated precisely by those at the bottom of such schemes.

Thankfully, this follow-up is equally humorous and irreverent as the original title.

The Outer Worlds 2 furthermore explores the predicament many of us find ourselves in regarding occupation, government, and including buying decisions: Needing to select the smaller of several poor choices. During efforts to determine if to back a dangerous corporate entity or a concerning cult in the game, I realized I became supporting the known negative: An established company structure that sucks (but only uses propaganda to program its members), as opposed to the faith organization, which is equally bad, but utilizes a terrible method called "psychological renewal" to maintain its followers compliant.

Doubtful Authorities

Additionally, the individuals you serve may not be dependable. As an space operative, you're tasked with trying to reestablish order to the Arcadia colony following a hostile corporate takeover, and you will quickly find that the two the aggressors and the residents adhere to distinct (though equally awful) beliefs. Yet a speedy inspection of the transmissions on your ship's terminal demonstrate that this agency is hardly the galaxy's most moral authority as well, as evidenced by a reply to a help request that tells the sender it will take "three to five business years" for a response to their message. (This period is about how long it takes for many people to contact a human support representative via telephone nowadays.)

Relatable Moments

Various situations in The Outer Worlds 2 are highly recognizable, but it's a cathartic kind of recognition, and the game succeeds in balancing its depressing dystopian setting with wit that's truly humorous yet not seeming out of place. One major theme is the quick commencement of decline that appears to occur in the wake of significant business mergers. Workers from each party of The Outer Worlds 2's major acquisition see their quality of life decrease therefore, while the leaders in control of the structure are, expectedly, raking in the cash rapidly.

Hey, at least I recognize my position.

Similar to the original title, this follow-up is intrinsically comedic, but it also isn't afraid to get serious. At one point, while exploring around the game's first discoverable location, I discovered a deceased individual with a message in the vicinity. This recording showed that this individual (connected to the programming faith group) had perished in an incident while trying to track down and kill her lover. This loved one had seemingly abandoned from their organization, and the now-dead NPC was incensed at her lover's {traitorous

Lori Reynolds
Lori Reynolds

A network engineer with over a decade of experience in designing scalable infrastructure solutions for enterprise clients.