Outer Worlds 2 Manages to Be Funny, Against All Odds
Upon my initial encounter with the initial Outer Worlds game, I was quickly hooked by its irreverent, Fallout-inspired brand of humor. This release boasted engaging exchanges, personal journals, and advertising displays that illustrated a corporate dystopia that was at once grim and entertaining. My primary concern starting The Outer Worlds 2 was that this version – without blame of its own – could fail to be as comedic like the original.
Admittedly, situations weren't flawless. Yet society certainly seemed slightly less fractured at that time. This game presented a dystopia that didn't strike extremely relatable, and still managed to be both touching and comical. I started the sequel feeling quite confident that this installment couldn't succeed to achieve this a second time, but I'm pleased to announce that I was wrong. This sequel is equally laughter-provoking as the title that came earlier, and additionally brings new themes instead of just recycling the same content similar to a tired company slogan.
Developing Personalities
The majority of the NPCs players encountered in the initial release had been worn out by the actions of company organizations including the in-game corporation, and were acutely conscious of how much their lives sucked. The Outer Worlds 2 takes things in an alternative path, featuring characters who are programmed (occasionally metaphorically, regularly truly). A lot of these NPCs aren't even aware of how deeply disordered their circumstances are, or that there might be choices to an existence spent beneath the control of a huge company or restricted by the beliefs of a high-demand religion.
The sequel explores types of corporate control that are more deceptive than simply keeping the population impoverished. Various personalities have been brainwashed into the type of overly enthusiastic "work ethic" rhetoric you can discover on social media accounts that promise to reveal the path to accomplishment if you pay for an overpriced workshop, or participate in a sketchy crypto scheme. Even the game's company advertising has progressed.
Contemporary Issues
There continue to be numerous unmotivational posters throughout facilities indicating reductions in employee wages who even contemplate requesting leave, but additionally there are allusions to network marketing strategies, featuring a staff guide that proudly declares, "Unfamiliar individuals are simply customers YOU have yet to encounter!" Being a person who was raised in a multi-level marketing family, I instantly erupted laughing when encountering this reference, because it's a refrain I have regularly listened to spoken verbatim by people at the base of such schemes.
Thankfully, this sequel is just as funny and irreverent as the first game.
This installment additionally investigates the dilemma many of us experience regarding work, government, and even personal purchases: Being forced to select the lesser of multiple bad options. During efforts to determine if to assist a harmful business or a dangerous religious group within the title, I discovered I was supporting the devil I know: A recognized company structure that is terrible (yet merely employs propaganda to brainwash its subjects), rather than the cult, which is equally bad, but utilizes a terrible method named "mental refreshment" to control its members in line.
Questionable Employers
Additionally, the individuals you represent may not be trustworthy. Playing as an galactic official, your mission involves working to return control to the Arcadia colony subsequent to an aggressive business acquisition, and you will quickly find that the two the aggressors and the residents follow differing (but similarly terrible) beliefs. But a quick inspection of the communications on your spacecraft's system demonstrate that this organization isn't exactly the galaxy's most moral organization either, as evidenced by a reply to a help request that tells the sender it will take "3-5 corporate years" for a reply to their communication. (This duration is approximately the time it takes for me to get a hold of a non-robot help desk employee through calling these days.)
Relatable Moments
Many moments in this installment are highly recognizable, but it's a therapeutic kind of recognition, and this title succeeds in balancing its depressing dystopian setting with wit that's genuinely funny without feeling inappropriate. A primary concept is the quick commencement of enshittification that happens to unfold following significant business mergers. Employees on both sides of The Outer Worlds 2's significant consolidation find their existence worsen consequently, while the CEOs in charge of the hierarchy are, expectedly, raking in profits rapidly.
Hey, at least I understand my situation.
Comparable to the initial release, this follow-up is naturally humorous, but it also doesn't hesitate to get serious. At a certain time, while exploring around the game's first discoverable location, I discovered a body with an audio log nearby. This recording showed that this NPC (associated with the indoctrinating cult) had died in an accident during efforts to locate and kill her romantic partner. This loved one had seemingly abandoned from their group, and the deceased character was enraged by her significant other's {traitorous