The Outer Worlds 2 Continues to Evoke Laughter, Against All Odds
Upon my initial encounter with the original Outer Worlds title, I was quickly hooked by its sarcastic, Fallout-like brand of humor. This release boasted lively conversations, character diaries, and advertising displays that illustrated a corporate dystopia that was at once bleak and amusing. My primary concern heading into the follow-up was that this installment – without blame of its own – could fail to be as comedic compared to the first.
Admittedly, situations weren't flawless. However, life definitely felt slightly less fractured at that time. The Outer Worlds showed a bleak future that didn't strike too close to home, and yet accomplished to be simultaneously emotional and uproarious. I started The Outer Worlds 2 pretty sure that this release wouldn't be able to achieve this a second time, but I'm happy to announce that I was wrong. The Outer Worlds 2 is just as chuckle-inducing as the release that came before it, and furthermore presents original ideas instead of just recycling similar elements like an worn-out business tune.
Changing NPCs
A large portion of the NPCs gamers met in the initial release had been defeated by the actions of corporate entities like the in-game corporation, and were acutely conscious of the degree that their situation was terrible. This sequel takes things in an alternative path, presenting individuals who are brainwashed (occasionally metaphorically, regularly truly). Numerous characters aren't conscious of how profoundly disordered their situations 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.
This second installment examines forms of corporate control that are more subtle than merely maintaining the population impoverished. Various personalities have been indoctrinated into the sort of extremely eager "grindset mindset" language you might encounter on online profiles that promise to reveal the secret of achievement should you purchase an expensive course, or participate in a dubious blockchain project. Furthermore, the release's corporate propaganda has evolved.
Modern Themes
There are still plenty of demotivating signs on the walls indicating reductions in staff compensation who even consider requesting leave, but additionally there are mentions of multi-level marketing strategies, featuring a new hire handbook that boldly states, "Unfamiliar individuals are simply clients you have yet to encounter!" As someone who grew up in a network marketing family, I promptly exploded laughing upon viewing this allusion, because it's a refrain I have frequently encountered spoken verbatim by people at the base of such schemes.
Fortunately, this follow-up is as comedic and irreverent as the initial release.
This sequel furthermore explores the predicament numerous people experience when it comes to employment, political matters, and even consumer choices: Needing to pick the reduced of several poor choices. When trying to choose whether to support a harmful business or a concerning cult in the game, I found myself supporting the familiar evil: A familiar business organization that sucks (though just utilizes promotion to program its members), rather than the cult, which is equally bad, but utilizes a horrible approach termed "mental refreshment" to control its members in line.
Doubtful Authorities
Additionally, the individuals you work for might not be reliable. As an space operative, you're tasked with working to return stability to this settlement following an aggressive business acquisition, and you rapidly learn that both the invaders and the defenders subscribe to differing (but similarly terrible) ideologies. However, a rapid examination of the communications on your ship's terminal show that this agency isn't precisely the galaxy's most moral authority too, as shown by a reply to a distress call that tells the sender it will take "3-5 organizational cycles" for a response to their message. (That time frame is roughly the duration it takes for numerous individuals to contact a human customer service agent over the phone these days.)
Recognizable Scenarios
Many moments in this installment are painfully relatable, but it's a cleansing sort of relatability, and this title achieves equilibrium between its depressing dystopian setting with humor that's truly humorous without feeling inappropriate. A primary concept is the near-instant onset of enshittification that seems to take place following large company takeovers. Workers from each party of The Outer Worlds 2's big merger see their quality of life worsen consequently, while the CEOs in control of the food chain are, expectedly, raking in the cash quickly.
Okay, at the very least I recognize where I stand.
Comparable to the first game, this follow-up is naturally humorous, but furthermore doesn't shy away to turn solemn. At one point, while traveling around the game's first explorable world, I stumbled across a corpse with a recording nearby. The audio log showed that this NPC (associated with the indoctrinating cult) had died in an accident while trying to track down and eliminate her romantic partner. This partner had apparently defected from their organization, and the deceased character was enraged by her partner's {traitorous