The Outer Worlds Sequel Manages to Be Funny, Against All Odds
When I first playthrough of the original Outer Worlds title, I was quickly hooked by its irreverent, Fallout-inspired brand of humor. This title featured engaging exchanges, character diaries, and promotional posters that portrayed a business-controlled nightmare that was both grim and amusing. My biggest worry heading into the follow-up was that this entry – through no fault on its part – wouldn't be as humorous as its predecessor.
Certainly, situations weren't flawless. But the world undoubtedly appeared a bit less broken back then. This game presented a dystopia that didn't strike too close to home, and still managed to be both heartwarming and uproarious. I began the follow-up feeling quite confident that this release wouldn't manage to accomplish this a second time, but I'm delighted to announce that I was wrong. The Outer Worlds 2 is as chuckle-inducing as the game that came before it, and furthermore presents fresh concepts instead of merely repeating similar elements like an worn-out business tune.
Evolving Characters
Most of the game characters players encountered in the first title had been worn out by the activities of business corporations including Spacer's Choice, and were acutely conscious of the degree that their lives sucked. This installment moves events in an alternative path, including personalities who are brainwashed (sometimes figuratively, often literally). Numerous NPCs aren't even aware of how extremely screwed up their circumstances are, or that there could be choices to a life lived under the boot of a massive corporation or limited by the creeds of a high-demand religion.
The sequel investigates methods of company influence that are more insidious than simply keeping the people destitute. Various personalities have been programmed with the sort of overly enthusiastic "work ethic" discourse you can discover on social media accounts that vow to show the secret of achievement when you buy for an overpriced workshop, or put money into a dubious blockchain project. Additionally, the title's business promotion has evolved.
Current Topics
There continue to be plenty of discouraging displays throughout facilities warning about deducting pay from workers who dare to think about taking a day off, but there are also mentions of network marketing strategies, such as an employee manual that proudly declares, "Strangers are just patrons you still need to meet!" As an individual who was raised in a network marketing family, I promptly exploded laughing when I saw this reference, because it's a saying I have frequently encountered repeated exactly by people at the base of those structures.
Luckily, this follow-up is as comedic and sarcastic as the first game.
The Outer Worlds 2 also examines the situation various individuals encounter when it comes to occupation, political matters, and even personal purchases: Having to choose the smaller of several poor choices. While attempting to choose whether to back a harmful business or a problematic faith organization within the title, I discovered I was siding with the devil I know: A recognized business organization that sucks (though just utilizes propaganda to brainwash its subjects), as opposed to the cult, which is similarly terrible, but utilizes a terrible method called "cognitive reset" to control its members obedient.
Doubtful Authorities
Additionally, the individuals you work for could fail to be dependable. In the role of an Earth Directorate agent, your assignment includes working to return control to the Arcadia colony following a hostile corporate takeover, and you'll soon discover that each of the invaders and the invadees adhere to distinct (but similarly terrible) ideologies. But a quick examination of the messages on your spacecraft's system show that this organization is hardly the galaxy's most moral employer either, as shown by a response to a distress call that notifies the contact it will take "3-5 business years" for a response to their message. (This period is approximately the time it takes for many people to contact a non-robot support representative through calling these days.)
Familiar Situations
Various situations in The Outer Worlds 2 are extremely familiar, but it's a cathartic type of familiarity, and this release succeeds in balancing its depressing dystopian setting with comedy that's truly humorous yet not seeming inappropriate. A primary concept is the quick commencement of decline that appears to occur in the wake of large company takeovers. Employees on both sides of The Outer Worlds 2's significant consolidation see their quality of life worsen therefore, while the CEOs in charge of the hierarchy are, expectedly, collecting money rapidly.
Okay, at the very least I understand my situation.
Comparable to the initial release, The Outer Worlds 2 is inherently funny, but it also isn't afraid to become dramatic. During a moment, while exploring around the title's initial explorable world, I came upon a deceased individual with an audio log close by. This recording disclosed that this individual (who was aligned with the brainwashing religious faction) had been killed in an event during efforts to locate and dispatch her significant other. This loved one had reportedly deserted from their organization, and the deceased character was angry about her significant other's {traitorous