The Outer Worlds 2 Manages to Evoke Laughter, Amidst Challenges

Upon my initial experience with the original Outer Worlds, I was quickly hooked by its satirical, Fallout-like type of wit. This title boasted lively conversations, character diaries, and propaganda materials that depicted a business-controlled nightmare that was at once bleak and humorous. My primary concern heading into the sequel was that this version – through no fault of its own – might not be as funny like the original.

Admittedly, situations weren't flawless. But the world definitely felt slightly less fractured back then. This universe presented a dystopia that didn't hit extremely relatable, and yet accomplished to be at once emotional and hilarious. I started the follow-up feeling quite confident that the sequel wouldn't manage to achieve this once more, but I'm delighted to announce that I was mistaken. This follow-up is equally chuckle-inducing as the title that came earlier, and furthermore presents fresh concepts instead of just recycling similar elements similar to a worn-out business tune.

Evolving Characters

The majority of the non-player characters players encountered in the first title had been beaten down by the activities of corporate entities such as Spacer's Choice, and were fully cognizant of the extent to which their situation was terrible. The Outer Worlds 2 progresses matters in an alternative path, presenting individuals who are programmed (periodically symbolically, frequently actually). Many of these NPCs aren't conscious of how profoundly screwed up their circumstances are, or that there could be options to an existence spent beneath the control of a massive corporation or restricted by the doctrines of a high-demand religion.

The sequel examines forms of company influence that are more subtle than simply keeping the masses poor. Various personalities have been indoctrinated into the kind of overly enthusiastic "hustle mentality" language you'll find on online profiles that vow to show the key to success if you pay for an overpriced workshop, or put money into a questionable digital currency plan. Even the game's corporate propaganda has developed.

Modern Themes

There remain many discouraging displays in various locations indicating reductions in pay from workers who dare to think about having a break, but there are also allusions to network marketing tactics, including a new hire handbook that proudly declares, "Strangers are just patrons you still need to meet!" As someone who grew up in a network marketing environment, I immediately burst out in amusement when I saw this reference, because it's a phrase I have often heard repeated exactly by those at the bottom of such schemes.

Fortunately, this follow-up is equally humorous and satirical as the original title.

The Outer Worlds 2 furthermore explores the situation various individuals experience concerning occupation, politics, and including buying decisions: Having to pick the lesser of two or three evils. While attempting to choose whether to back a risky company or a concerning cult in the game, I realized I became supporting the known negative: A recognized business organization that is awful (but only uses advertising to program its members), instead of the cult, which also sucks, but uses a terrible method termed "cognitive reset" to control its members obedient.

Questionable Employers

Furthermore, the characters you work for could fail to be dependable. As an Earth Directorate agent, you're tasked with trying to reestablish order to this settlement following a forceful company buyout, and you will quickly find that each of the attackers and the residents subscribe to distinct (yet equally horrific) beliefs. Yet a speedy review of the transmissions on your vessel's computer demonstrate that the Earth Directorate isn't exactly the universe's most principled organization as well, as shown by an answer to an emergency signal that tells the sender it will take "several corporate years" for a response to their communication. (This period is about how long it takes for me to reach a human customer service agent through calling nowadays.)

Relatable Moments

Various situations in this installment are highly recognizable, but it's a cathartic kind of recognition, and the game achieves equilibrium between its bleak societal vision with comedy that's authentically amusing yet not seeming out of place. A primary concept is the near-instant onset of deterioration that appears to occur following significant business mergers. Workers from each party of this installment's big merger find their existence worsen as a result, while the CEOs in charge of the structure are, of course, collecting the cash quickly.

Well, at minimum I know where I stand.

Comparable to the original title, this sequel is inherently funny, but additionally doesn't hesitate to become dramatic. At a certain time, while exploring around the title's initial discoverable location, I came upon a deceased individual with an audio log nearby. The audio log disclosed that this individual (who was aligned with the brainwashing religious faction) had been killed in an event during efforts to hunt down and dispatch her significant other. This partner had reportedly deserted from their group, and the perished individual was incensed at her significant other's {traitorous

Cheryl Ayala
Cheryl Ayala

A tech journalist and gaming enthusiast with over a decade of experience covering digital trends and innovations.