The Outer Worlds Sequel Still Be Funny, Amidst Challenges

During my first playthrough of the first Outer Worlds title, I was quickly hooked by its satirical, Fallout-esque style of comedy. The game boasted lively conversations, individual logs, and advertising displays that illustrated a company-run society that was simultaneously grim and entertaining. My primary concern heading into the follow-up was that this installment – through no fault of its own – could fail to be as humorous compared to the first.

Admittedly, conditions weren't ideal. Yet society certainly seemed a bit less broken back then. The Outer Worlds depicted a grim society that didn't feel overly familiar, and still managed to be both emotional and uproarious. I began The Outer Worlds 2 feeling quite confident that the sequel couldn't succeed to achieve this once more, but I'm happy to state that I was mistaken. The Outer Worlds 2 is as laughter-provoking as the game that preceded it, and furthermore presents new themes as opposed to merely repeating identical material similar to a tired company slogan.

Evolving Characters

The majority of the non-player characters users found in the first title had been beaten down by the actions of business corporations like Spacer's Choice, and were fully cognizant of the degree that their existence was miserable. This installment moves events in a distinct route, including personalities who are programmed (periodically symbolically, regularly truly). Many of these NPCs aren't even aware of how deeply screwed up their situations are, or that there may exist choices to a life lived beneath the control of a massive corporation or bound by the doctrines of an intense faith.

This follow-up explores types of corporate control that are more deceptive than simply keeping the masses poor. Numerous characters have been indoctrinated into the type of excessively zealous "grindset mindset" rhetoric you might encounter on social media accounts that promise to reveal the path to accomplishment should you purchase an expensive course, or put money into a dubious blockchain project. Even the game's business promotion has evolved.

Modern Themes

There continue to be numerous unmotivational posters throughout facilities warning about deducting staff compensation who dare to contemplate having a break, but there are also mentions of network marketing methods, such as a new hire handbook that confidently announces, "Strangers are just customers YOU still need to meet!" As someone who grew up in a network marketing household, I immediately burst out with laughter when I saw this reference, because it's a phrase I have often heard stated precisely by those at the bottom of these systems.

Thankfully, The Outer Worlds 2 is just as funny and sarcastic as the original title.

The Outer Worlds 2 additionally investigates the situation many of us find ourselves in when it comes to work, government, and including buying decisions: Having to select the smaller of multiple bad options. While attempting to choose whether to assist a dangerous corporate entity or a concerning cult in the game, I found myself aligning with the known negative: A familiar company structure that is terrible (yet merely employs advertising to brainwash its subjects), as opposed to the faith organization, which is similarly terrible, but employs an awful technique named "cognitive reset" to keep its adherents obedient.

Unreliable Masters

Furthermore, the characters you serve may not be reliable. In the role of an space operative, you're tasked with attempting to restore order to this outpost following a hostile corporate takeover, and you rapidly learn that the two the invaders and the residents adhere to distinct (though equally awful) ideologies. However, a rapid inspection of the messages on your vessel's computer reveal that this organization isn't exactly the world's most ethical authority too, as shown by a response to an emergency signal that tells the sender it will take "3-5 business years" for a reply to their transmission. (This duration is roughly the duration it takes for me to get a hold of a non-robot customer service agent over the phone nowadays.)

Recognizable Scenarios

Numerous instances in this installment are extremely familiar, but it's a cleansing type of familiarity, and this title achieves equilibrium between its bleak societal vision with humor that's truly humorous yet not seeming out of place. One major theme is the near-instant onset of deterioration that happens to unfold after any major corporate acquisition. Employees on both sides of this sequel's major acquisition find their existence decrease consequently, while the CEOs in charge of the structure are, of course, collecting money rapidly.

Hey, at least I know where I stand.

Comparable to the original title, The Outer Worlds 2 is intrinsically comedic, but additionally doesn't shy away to turn solemn. During a moment, while traveling around the release's primary explorable world, I came upon a body with a message nearby. The audio log revealed that this NPC (associated with the indoctrinating cult) had died in an accident while attempting to locate and eliminate her romantic partner. This partner had seemingly abandoned from their organization, and the now-dead NPC was enraged by her partner's {traitorous

Alice Knight
Alice Knight

A seasoned iOS developer passionate about sharing Swift tips and guiding developers through complex coding challenges.