Outer Worlds 2 Continues to Deliver Humor, Amidst Challenges

During my first experience with the original Outer Worlds game, I was immediately drawn by its irreverent, Fallout-like style of comedy. The game featured dynamic dialogues, personal journals, and propaganda materials that portrayed a company-run society that was simultaneously grim and amusing. My main fear starting the sequel was that this version – not due to from itself – wouldn't be as comedic compared to the first.

Certainly, things weren't perfect. But the world undoubtedly appeared slightly less fractured in those days. This universe showed a bleak future that didn't hit extremely relatable, and still managed to be simultaneously touching and comical. I started The Outer Worlds 2 rather certain that the sequel wouldn't be able to pull this off again, but I'm delighted to state that I was wrong. This sequel is just as smile-generating as the title that preceded it, and also introduces original ideas instead of simply reusing the same content like an overused corporate jingle.

Evolving Characters

The majority of the game characters players encountered in the initial release had been worn out by the deeds of corporate entities like the in-game corporation, and were painfully aware of how much their existence was miserable. This installment moves events in an alternative path, presenting individuals who are programmed (occasionally metaphorically, often literally). A lot of these characters 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 bound by the creeds of a demanding cult.

The sequel investigates methods of business domination that are more deceptive than merely maintaining the people destitute. Various personalities have been programmed with the sort of excessively zealous "hustle mentality" language you can discover on online profiles that claim to disclose the path to accomplishment if you pay for an overpriced workshop, or put money into a sketchy crypto scheme. Even the game's company advertising has developed.

Current Topics

There remain plenty of demotivating signs in various locations threatening to dock staff compensation who even contemplate taking a day off, but furthermore exist references to network marketing tactics, such as a staff guide that confidently announces, "Unknown people are merely patrons you have yet to encounter!" As an individual who developed within a network marketing environment, I immediately burst out laughing when I saw this mention, because it's a phrase I have regularly listened to spoken verbatim by people at the base of these systems.

Thankfully, this sequel is equally humorous and sarcastic as the initial release.

This sequel furthermore explores the dilemma numerous people encounter when it comes to work, political matters, and even consumer choices: Being forced to choose the smaller of two or three evils. When trying to decide whether to support a harmful business or a concerning cult within the title, I found myself aligning with the devil I know: A familiar company structure that sucks (but only uses promotion to brainwash its subjects), rather than the cult, which is equally bad, but uses an awful technique termed "psychological renewal" to keep its adherents compliant.

Unreliable Masters

Even the people you work for may not be trustworthy. In the role of an galactic official, you're tasked with attempting to restore stability to this outpost subsequent to a hostile corporate takeover, and you rapidly learn that both the invaders and the defenders subscribe to distinct (but similarly terrible) beliefs. But a quick inspection of the messages on your ship's terminal reveal that the Earth Directorate isn't exactly the galaxy's most moral authority either, as evidenced by a response to a help request that notifies the contact it will take "several business years" for a response to their message. (That time frame is about how long it takes for me to reach a non-robot support representative through calling these days.)

Relatable Moments

Many moments in The Outer Worlds 2 are extremely familiar, but it's a therapeutic kind of recognition, and this title achieves equilibrium between its grim future world with wit that's truly humorous while avoiding out of place. An important idea is the rapid beginning of deterioration that happens to unfold in the wake of large company takeovers. Staff members from all factions of this sequel's big merger see their quality of life worsen therefore, while the leaders in charge of the food chain are, expectedly, raking in money hand over fist.

Well, at minimum I recognize where I stand.

Similar to the first game, this follow-up is intrinsically comedic, but furthermore isn't afraid to become dramatic. At one point, while exploring around the title's initial accessible planet, I discovered a deceased individual with a recording nearby. The audio log disclosed that this individual (connected to the indoctrinating cult) had perished in an incident while trying to track down and dispatch her lover. This partner had apparently defected from their group, and the now-dead NPC was incensed at her significant other's {traitorous

Amanda Santana
Amanda Santana

Lena Visser is a Dutch new media artist specializing in interactive installations that blend wave patterns with audiovisual technology.