The Outer Worlds Sequel Continues to Be Funny, Despite Everything

When I first playthrough of the first Outer Worlds title, I was instantly captivated by its satirical, Fallout-esque brand of humor. This release included lively conversations, character diaries, and promotional posters that portrayed a company-run society that was at once grim and humorous. My biggest worry approaching the follow-up was that this entry – without blame on its part – wouldn't be as comedic as its predecessor.

Sure, things weren't perfect. But the world certainly seemed a bit less broken at that time. This game depicted a grim society that didn't hit extremely relatable, and yet accomplished to be both heartwarming and uproarious. I commenced The Outer Worlds 2 rather certain that the sequel couldn't succeed to pull this off again, but I'm delighted to state that I was incorrect. This sequel is as smile-generating as the release that preceded it, and also introduces original ideas as opposed to just recycling the same content comparable to an worn-out business tune.

Changing NPCs

The majority of the NPCs gamers met in the initial release had been worn out by the activities of corporate entities including Spacer's Choice, and were acutely conscious of how much their situation was terrible. This installment progresses matters in an alternative path, featuring characters who are indoctrinated (occasionally metaphorically, often literally). Many of these NPCs don't even realize of how extremely screwed up their conditions are, or that there might be options to a life lived under the boot of a huge company or restricted by the doctrines of a high-demand religion.

This follow-up investigates methods of company influence that are more insidious than only making the masses poor. Many NPCs have been indoctrinated into the type of excessively zealous "work ethic" language you might encounter on online profiles that promise to reveal the path to accomplishment if you pay a costly program, or participate in a questionable digital currency plan. Furthermore, the release's corporate propaganda has developed.

Modern Themes

There are still many unmotivational posters throughout facilities warning about deducting pay from workers who dare to think about taking a day off, but additionally there are mentions of pyramid scheme strategies, such as a new hire handbook that proudly declares, "Strangers are just patrons you haven't met yet!" Being a person who developed within a network marketing family, I instantly erupted in amusement upon viewing this mention, because it's a phrase I have frequently encountered repeated exactly by individuals in lower positions of those structures.

Luckily, this sequel is as comedic and satirical as the first game.

The Outer Worlds 2 also examines the dilemma numerous people encounter regarding occupation, political matters, and even personal purchases: Being forced to pick the smaller of multiple bad options. During efforts to determine if to assist a dangerous corporate entity or a dangerous religious group within the title, I found myself siding with the familiar evil: A recognized company structure that sucks (but only uses advertising to brainwash its subjects), rather than the religious group, which is similarly terrible, but utilizes a horrible approach termed "mental refreshment" to control its members compliant.

Doubtful Authorities

Furthermore, the characters you serve could fail to be reliable. In the role of an Earth Directorate agent, your mission involves working to return order to this settlement after an aggressive business acquisition, and you rapidly learn that both the aggressors and the defenders follow distinct (but similarly terrible) beliefs. But a quick review of the communications on your vessel's computer reveal that this organization isn't exactly the universe's most principled employer either, as demonstrated by a response to an emergency signal that notifies the contact it will take "several corporate years" for a response to their transmission. (This duration is roughly the duration it takes for numerous individuals to contact a human help desk employee over the phone these days.)

Relatable Moments

Many moments in this sequel are highly recognizable, but it's a therapeutic type of familiarity, and this title manages to balance its grim future world with comedy that's truly humorous without feeling inappropriate. One major theme is the near-instant onset of deterioration that appears to occur after significant business mergers. Staff members from all factions of this installment's significant consolidation see their quality of life decrease therefore, while the leaders at the top of the food chain are, naturally, accumulating profits rapidly.

Okay, at the very least I understand where I stand.

Similar to the initial release, this follow-up is inherently funny, but additionally doesn't hesitate to become dramatic. At one point, while traveling around the game's first discoverable location, I came upon a body with an audio log in the vicinity. This message disclosed that this individual (associated with the indoctrinating cult) had died in an accident during efforts to track down and dispatch her significant other. This romantic partner had seemingly abandoned from their organization, and the deceased character was incensed at her significant other's {traitorous

Ashley Bryant
Ashley Bryant

A gaming industry consultant with over a decade of experience in slot machine technology and casino operations.