The Outer Worlds 2 Manages to Evoke Laughter, Amidst Challenges
When I first experience with the original Outer Worlds title, I was quickly hooked by its satirical, Fallout-like type of wit. This title boasted engaging exchanges, individual logs, and advertising displays that portrayed a company-run society that was at once bleak and humorous. My main fear starting the sequel was that this version – without blame of its own – wouldn't be as humorous as its predecessor.
Admittedly, conditions weren't ideal. But the world undoubtedly appeared a bit less broken back then. This game depicted a grim society that didn't strike extremely relatable, and still managed to be both touching and uproarious. I commenced the sequel feeling quite confident that this release couldn't succeed to accomplish this again, but I'm pleased to announce that I was incorrect. This follow-up is equally chuckle-inducing as the game that came earlier, and also introduces original ideas rather than just recycling similar elements like an worn-out business tune.
Evolving Characters
The majority of the NPCs users found in the first title had been beaten down by the deeds of corporate entities including Spacer's Choice, and were painfully aware of how much their lives sucked. This sequel takes things in an alternative path, featuring characters who are brainwashed (sometimes figuratively, regularly truly). Many of these personalities aren't conscious of how extremely disordered their conditions are, or that there may exist options to a life lived under the boot of a huge company or restricted by the beliefs of an intense faith.
This follow-up investigates methods of corporate control that are more deceptive than merely maintaining the masses poor. Various personalities have been indoctrinated into the sort of overly enthusiastic "work ethic" discourse you might encounter on social media accounts that claim to disclose the key to success if you pay an expensive course, or put money into a questionable digital currency plan. Even the game's business promotion has developed.
Current Topics
There are still plenty of discouraging displays throughout facilities threatening to dock pay from workers who dare to consider having a break, but there are also mentions of multi-level marketing tactics, featuring an employee manual that proudly declares, "Strangers are just patrons you still need to meet!" As an individual who was raised in a direct sales family, I promptly exploded in amusement upon viewing this mention, because it's a phrase I have regularly listened to spoken verbatim by people at the base of such schemes.
Fortunately, this sequel is equally humorous and sarcastic as the initial release.
This sequel furthermore explores the dilemma various individuals encounter when it comes to occupation, government, and even consumer choices: Needing to select the reduced of several poor choices. While attempting to decide whether to back a risky company or a concerning cult throughout the experience, I found myself siding with the familiar evil: An established corporate entity that is terrible (but only uses promotion to program its members), as opposed to the religious group, which is equally bad, but uses an awful technique termed "psychological renewal" to control its members compliant.
Questionable Employers
Furthermore, the characters you work for may not be dependable. As an space operative, you're tasked with attempting to restore order to this settlement after a hostile corporate takeover, and you'll soon discover that the two the attackers and the defenders follow separate (though equally awful) doctrines. Yet a speedy examination of the communications on your spacecraft's system demonstrate that the Earth Directorate isn't precisely the world's most ethical authority too, as evidenced by an answer to a help request that notifies the contact it will take "3-5 business years" for a reply to their transmission. (That time frame is about how long it takes for many people to get a hold of a real customer service agent through calling currently.)
Recognizable Scenarios
Numerous instances in this installment are extremely familiar, but it's a cathartic kind of recognition, and this title achieves equilibrium between its bleak societal vision with wit that's authentically amusing without feeling out of place. A primary concept is the near-instant onset of decline that appears to occur after any major corporate acquisition. Staff members from all factions of The Outer Worlds 2's significant consolidation experience their living standards worsen as a result, while the executives in control of the food chain are, of course, collecting the cash rapidly.
Okay, at the very least I know where I stand.
Comparable to the original title, this sequel is inherently funny, but it also doesn't shy away to get serious. At a certain time, while traveling around the game's first discoverable location, I came upon a corpse with a recording in the vicinity. This message disclosed that this character (who was aligned with the programming faith group) had died in an accident while trying to locate and kill her romantic partner. This romantic partner had reportedly deserted from their organization, and the perished individual was incensed at her partner's {traitorous