The Outer Worlds 2 Still Be Funny, Despite Everything

When I first playthrough of the initial Outer Worlds, I was instantly captivated by its satirical, Fallout-esque type of wit. This release included engaging exchanges, character diaries, and propaganda materials that portrayed a company-run society that was both dark and amusing. My biggest worry approaching the follow-up was that this entry – without blame on its part – wouldn't be as humorous as its predecessor.

Sure, things weren't perfect. However, life definitely felt a bit less broken in those days. The Outer Worlds showed a bleak future that didn't hit extremely relatable, and still managed to be at once heartwarming and hilarious. I started The Outer Worlds 2 pretty sure that this release wouldn't be able to achieve this again, but I'm pleased to state that I was wrong. This sequel is just as laughter-provoking as the title that preceded it, and additionally brings new themes rather than simply reusing identical material comparable to an worn-out business tune.

Developing Personalities

A large portion of the NPCs users found in the first title had been beaten down by the deeds of corporate entities including the in-game corporation, and were acutely conscious of the extent to which their lives sucked. The Outer Worlds 2 moves events in a different direction, featuring characters who are programmed (sometimes figuratively, frequently actually). Numerous characters aren't conscious of how profoundly disordered their situations are, or that there may exist options to an existence spent under the boot of a huge company or bound by the beliefs of an intense faith.

The sequel examines forms of corporate control that are more subtle than only making the masses poor. Many NPCs have been brainwashed into the sort of overly enthusiastic "hustle mentality" language you might encounter on online profiles that vow to show the key to success if you pay a costly program, or put money into a sketchy crypto scheme. Even the game's business promotion has progressed.

Modern Themes

There remain numerous unmotivational posters in various locations threatening to dock pay from workers who even think about having a break, but there are also allusions to pyramid scheme tactics, including a new hire handbook that confidently announces, "Unfamiliar individuals are simply patrons you haven't met yet!" As an individual who was raised in a direct sales environment, I instantly erupted in amusement when encountering this mention, because it's a refrain I have regularly listened to spoken verbatim by individuals in lower positions of those structures.

Thankfully, this sequel is equally humorous and sarcastic as the initial release.

This installment also examines the situation numerous people encounter concerning occupation, government, and including buying decisions: Being forced to select the lesser of two or three evils. While attempting to choose whether to support a dangerous corporate entity or a dangerous religious group in the game, I realized I became supporting the familiar evil: A recognized corporate entity that sucks (but only uses advertising to program its members), instead of the faith organization, which also sucks, but utilizes a horrible approach named "cognitive reset" to control its members compliant.

Doubtful Authorities

Furthermore, the characters you represent could fail to be reliable. Playing as an space operative, your mission involves trying to reestablish order to this outpost following a forceful company buyout, and you rapidly learn that each of the aggressors and the residents follow differing (though equally awful) ideologies. Yet a speedy review of the communications on your spacecraft's system reveal that this organization is hardly the galaxy's most moral employer too, as demonstrated by an answer to a help request that informs the caller it will take "3-5 corporate years" for a response to their transmission. (That time frame is approximately the time it takes for numerous individuals to reach a non-robot customer service agent through calling nowadays.)

Relatable Moments

Numerous instances in The Outer Worlds 2 are extremely familiar, but it's a cathartic kind of recognition, and this title succeeds in balancing its bleak societal vision with comedy that's genuinely funny without feeling inappropriate. A primary concept is the rapid beginning of decline that seems to take place in the wake of significant business mergers. Staff members from all factions of this sequel's significant consolidation experience their living standards decline consequently, while the leaders in control of the food chain are, expectedly, raking in money quickly.

Well, at minimum I understand my situation.

Comparable to the original title, this sequel is intrinsically comedic, but it also doesn't shy away to turn solemn. During a moment, while traveling around the game's first discoverable location, I stumbled across a deceased individual with a recording nearby. This message disclosed that this individual (associated with the brainwashing religious faction) had been killed in an event while trying to locate and eliminate her romantic partner. This loved one had reportedly deserted from their faction, and the perished individual was incensed at her lover's {traitorous

James Harmon
James Harmon

Urban planner and writer with over a decade of experience in sustainable city development and community-focused design projects.