The Outer Worlds 2 Continues to Deliver Humor, Despite Everything
During my first experience with the initial Outer Worlds game, I was quickly hooked by its sarcastic, Fallout-inspired brand of humor. The game boasted lively conversations, character diaries, and propaganda materials that illustrated a company-run society that was simultaneously bleak and humorous. My biggest worry approaching The Outer Worlds 2 was that this version – through no fault of its own – could fail to be as funny compared to the first.
Certainly, conditions weren't ideal. Yet society certainly seemed slightly less fractured at that time. The Outer Worlds presented a dystopia that didn't hit too close to home, and still managed to be both emotional and uproarious. I commenced the sequel pretty sure that this release wouldn't be able to achieve this again, but I'm happy to announce that I was wrong. This sequel is just as laughter-provoking as the release that preceded it, and also introduces fresh concepts instead of merely repeating identical material comparable to an overused corporate jingle.
Evolving Characters
A large portion of the game characters players encountered in the original game had been worn out by the actions of company organizations including Spacer's Choice, and were acutely conscious of the degree that their lives sucked. The Outer Worlds 2 moves events in a different direction, including personalities who are brainwashed (sometimes figuratively, regularly truly). Numerous personalities don't even realize of how profoundly messed up their situations 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 company influence that are more insidious than simply keeping the people destitute. Numerous characters have been programmed with the type of overly enthusiastic "work ethic" language you can discover on digital platforms that vow to show the key to success when you buy an expensive course, or participate in a dubious blockchain project. Even the game's business promotion has evolved.
Current Topics
There remain numerous unmotivational posters throughout facilities threatening to dock employee wages who so much as consider requesting leave, but additionally there are allusions to pyramid scheme tactics, featuring a new hire handbook that proudly declares, "Unknown people are merely customers YOU still need to meet!" As someone who grew up in a multi-level marketing household, I immediately burst out in amusement upon viewing this allusion, because it's a saying I have frequently encountered repeated exactly by those at the bottom of these systems.
Thankfully, this follow-up is just as funny and sarcastic as the first game.
This sequel furthermore explores the situation many of us find ourselves in when it comes to occupation, government, and including buying decisions: Having to choose the lesser of several poor choices. While attempting to decide whether to support a harmful business or a concerning cult throughout the experience, I found myself supporting the devil I know: An established company structure that is terrible (yet merely employs advertising to indoctrinate its followers), as opposed to the faith organization, which is similarly terrible, but uses an awful technique named "cognitive reset" to keep its adherents obedient.
Questionable Employers
Additionally, the individuals you serve might not be trustworthy. In the role of an space operative, your assignment includes attempting to restore control to the Arcadia colony following an aggressive business acquisition, and you will quickly find that each of the attackers and the invadees subscribe to separate (yet equally horrific) doctrines. But a quick review of the transmissions on your spacecraft's system reveal that this organization is hardly the universe's most principled organization either, as shown by a response to a help request that tells the sender it will take "several corporate years" for an answer to their communication. (This period is approximately the time it takes for many people to reach a real customer service agent via telephone these days.)
Recognizable Scenarios
Various situations in The Outer Worlds 2 are extremely familiar, but it's a cleansing type of familiarity, and the game manages to balance its depressing dystopian setting with comedy that's genuinely funny while avoiding inappropriate. An important idea is the near-instant onset of deterioration that seems to take place after significant business mergers. Employees on both sides of The Outer Worlds 2's big merger find their existence decline consequently, while the leaders at the top of the hierarchy are, naturally, accumulating profits rapidly.
Well, at minimum I know where I stand.
Comparable to the first game, this follow-up is naturally humorous, but it also doesn't shy away to turn solemn. At one point, while wandering around the release's primary explorable world, I stumbled across a body with an audio log close by. The audio log showed that this individual (associated with the programming faith group) had died in an accident during efforts to locate and eliminate her romantic partner. This romantic partner had seemingly abandoned from their faction, and the perished individual was enraged by her significant other's {traitorous