Outer Worlds 2 Still Deliver Humor, Despite Everything

Upon my initial experience with the original Outer Worlds, I was immediately drawn by its irreverent, Fallout-inspired type of wit. This release featured engaging exchanges, personal journals, and promotional posters that illustrated a corporate dystopia that was at once bleak and amusing. My main fear approaching the follow-up was that this installment – without blame from itself – wouldn't be as funny as its predecessor.

Admittedly, conditions weren't ideal. Yet society definitely felt a bit less broken at that time. This game showed a bleak future that didn't hit extremely relatable, and still managed to be simultaneously touching and hilarious. I commenced The Outer Worlds 2 feeling quite confident that this installment couldn't succeed to pull this off a second time, but I'm pleased to announce that I was incorrect. The Outer Worlds 2 is as smile-generating as the release that came earlier, and additionally brings new themes instead of merely repeating similar elements like an tired company slogan.

Developing Personalities

A large portion of the game characters users found in the original game had been defeated by the actions of business corporations like the in-game corporation, and were fully cognizant of the degree that their lives sucked. The Outer Worlds 2 moves events in an alternative path, featuring characters who are brainwashed (sometimes figuratively, often literally). Many of these NPCs aren't even aware of how extremely disordered their circumstances are, or that there may exist alternatives to an existence spent under the boot of a large business or bound by the beliefs of an intense faith.

This follow-up investigates methods of corporate control that are more insidious than merely maintaining the masses poor. Numerous characters have been programmed with the sort of excessively zealous "grindset mindset" language you can discover on digital platforms that vow to show the key to success should you purchase for an overpriced workshop, or participate in a dubious blockchain project. Even the game's corporate propaganda has developed.

Contemporary Issues

There continue to be many demotivating signs on the walls threatening to dock employee wages who even consider requesting leave, but additionally there are mentions of pyramid scheme methods, including a new hire handbook that proudly declares, "Unknown people are merely customers YOU haven't met yet!" As an individual who was raised in a multi-level marketing environment, I immediately burst out laughing upon viewing this mention, because it's a phrase I have regularly listened to stated precisely by those at the bottom of those structures.

Thankfully, this follow-up is as comedic and irreverent as the initial release.

This sequel furthermore explores the predicament various individuals encounter concerning employment, government, and even personal purchases: Needing to pick the reduced of several poor choices. During efforts to determine if to back a risky company or a dangerous religious group in the game, I found myself aligning with the known negative: A recognized company structure that sucks (though just utilizes propaganda to program its members), as opposed to the faith organization, which is similarly terrible, but employs a terrible method called "cognitive reset" to keep its adherents in line.

Questionable Employers

Even the people you work for may not be reliable. As an galactic official, your mission involves trying to reestablish control to this outpost after an aggressive business acquisition, and you will quickly find that the two the invaders and the defenders follow distinct (yet equally horrific) beliefs. Yet a speedy review of the communications on your vessel's computer demonstrate that this agency isn't exactly the universe's most principled authority either, as shown by a reply to an emergency signal that tells the sender it will take "several organizational cycles" for a reply to their transmission. (This period is about how long it takes for many people to reach a real support representative over the phone these days.)

Relatable Moments

Many moments in this sequel are painfully relatable, but it's a cathartic kind of recognition, and this title achieves equilibrium between its depressing dystopian setting with humor that's authentically amusing yet not seeming inappropriate. One major theme is the near-instant onset of decline that seems to take place following large company takeovers. Employees on both sides of this sequel's significant consolidation see their quality of life decline therefore, while the CEOs at the top of the food chain are, naturally, raking in money hand over fist.

Well, at minimum I recognize my situation.

Comparable to the first game, this follow-up is intrinsically comedic, but furthermore doesn't shy away to get serious. At a certain time, while wandering around the game's first accessible planet, I stumbled across a deceased individual with a recording nearby. This message disclosed that this NPC (associated with the indoctrinating cult) had died in an accident while attempting to locate and dispatch her lover. This loved one had seemingly abandoned from their faction, and the now-dead NPC was enraged by her lover's {traitorous

Tammy Smith
Tammy Smith

A passionate football journalist with over 10 years of experience covering Italian football and Serie B teams.