The Outer Worlds Sequel Manages to Evoke Laughter, Against All Odds
During my first encounter with the first Outer Worlds, I was instantly captivated by its sarcastic, Fallout-esque type of wit. The game boasted engaging exchanges, character diaries, and promotional posters that portrayed a business-controlled nightmare that was at once dark and humorous. My biggest worry starting the sequel was that this version – through no fault 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 in those days. This game depicted a grim society that didn't hit overly familiar, and yet accomplished to be both emotional and hilarious. I commenced the follow-up pretty sure that this release wouldn't manage to pull this off again, but I'm delighted to announce that I was wrong. This sequel is as chuckle-inducing as the title that preceded it, and also introduces original ideas as opposed to just recycling similar elements similar to a worn-out business tune.
Developing Personalities
Most of the non-player characters gamers met in the first title had been worn out by the deeds of corporate entities like Spacer's Choice, and were acutely conscious of the degree that their lives sucked. This installment progresses matters in a different direction, presenting individuals who are indoctrinated (occasionally metaphorically, often literally). Numerous personalities aren't conscious of how profoundly screwed up their circumstances are, or that there could be alternatives to an existence spent under the boot of a huge company or limited by the doctrines of a demanding cult.
This follow-up investigates methods of corporate control that are more deceptive than simply keeping the people destitute. Various personalities have been programmed with the sort of extremely eager "hustle mentality" language you might encounter on digital platforms that claim to disclose the secret of achievement when you buy for an overpriced workshop, or participate in a dubious blockchain project. Furthermore, the release's business promotion has progressed.
Contemporary Issues
There remain many demotivating signs in various locations threatening to dock staff compensation who even think about taking a day off, but there are also allusions to network marketing methods, featuring a staff guide that boldly states, "Strangers are just clients you still need to meet!" Being a person who grew up in a multi-level marketing family, I instantly erupted in amusement upon viewing this mention, because it's a phrase I have often heard spoken verbatim by those at the bottom of those structures.
Luckily, this sequel is equally humorous and satirical as the first game.
This installment also examines the situation various individuals encounter regarding employment, politics, and including buying decisions: Being forced to select the smaller of multiple bad options. While attempting to determine if to assist a harmful business or a problematic faith organization within the title, I found myself aligning with the devil I know: A familiar company structure that is awful (yet merely employs propaganda to indoctrinate its followers), as opposed to the religious group, which is similarly terrible, but uses a terrible method called "mental refreshment" to maintain its followers obedient.
Unreliable Masters
Furthermore, the characters you represent could fail to be reliable. As an galactic official, you're tasked with working to return stability to the Arcadia colony subsequent to a hostile corporate takeover, and you rapidly learn that the two the attackers and the invadees adhere to differing (though equally awful) beliefs. Yet a speedy examination of the transmissions on your vessel's computer demonstrate that this agency is hardly the world's most ethical authority too, as evidenced by a response to a distress call that informs the caller it will take "3-5 business years" for a reply to their communication. (That time frame is approximately the time it takes for me to contact a human help desk employee via telephone currently.)
Recognizable Scenarios
Various situations in this installment are painfully relatable, but it's a cleansing sort of relatability, and this release achieves equilibrium between its depressing dystopian setting with comedy that's truly humorous yet not seeming out of place. A primary concept is the near-instant onset of enshittification that appears to occur following significant business mergers. Workers from each party of The Outer Worlds 2's significant consolidation find their existence worsen as a result, while the CEOs in charge of the food chain are, naturally, accumulating the cash hand over fist.
Okay, at the very least I recognize my situation.
Similar to the first game, this follow-up is intrinsically comedic, but it also doesn't hesitate to become dramatic. During a moment, while traveling around the game's first discoverable location, I stumbled across a body with a message in the vicinity. This recording showed that this NPC (who was aligned with the brainwashing religious faction) had perished in an incident during efforts to hunt down and kill her significant other. This loved one had reportedly deserted from their faction, and the deceased character was enraged by her significant other's {traitorous