The Outer Worlds Sequel Manages to Be Funny, Against All Odds

Upon my initial experience with the original Outer Worlds title, I was instantly captivated by its irreverent, Fallout-esque type of wit. This title boasted dynamic dialogues, character diaries, and advertising displays that illustrated a corporate dystopia that was simultaneously grim and humorous. My main fear starting The Outer Worlds 2 was that this installment – through no fault from itself – might not be as funny as its predecessor.

Certainly, conditions weren't ideal. Yet society definitely felt somewhat less damaged back then. This game presented a dystopia that didn't feel too close to home, and still managed to be both heartwarming and uproarious. I started The Outer Worlds 2 feeling quite confident that the sequel wouldn't manage to achieve this a second time, but I'm pleased to report that I was incorrect. The Outer Worlds 2 is as smile-generating as the game that came earlier, and additionally brings original ideas as opposed to merely repeating the same content similar to a tired company slogan.

Developing Personalities

Most of the non-player characters gamers met in the initial release had been beaten down by the actions of corporate entities like Spacer's Choice, and were acutely conscious of the extent to which their existence was miserable. This sequel progresses matters in an alternative path, featuring characters who are indoctrinated (periodically symbolically, often literally). Many of these personalities don't even realize of how profoundly messed up their circumstances are, or that there could be alternatives to a life lived under the domination of a huge company or restricted by the creeds of an intense faith.

The sequel explores types of corporate control that are more deceptive than simply keeping the population impoverished. Various personalities have been brainwashed into the kind of excessively zealous "hustle mentality" language you might encounter on digital platforms that promise to reveal the path to accomplishment when you buy for an overpriced workshop, or participate in a questionable digital currency plan. Additionally, the title's business promotion has progressed.

Current Topics

There continue to be plenty of demotivating signs in various locations indicating reductions in staff compensation who so much as consider requesting leave, but there are also references to network marketing tactics, featuring a staff guide that confidently announces, "Unfamiliar individuals are simply customers YOU still need to meet!" As an individual who developed within a network marketing environment, I instantly erupted in amusement when I saw this reference, because it's a saying I have regularly listened to spoken verbatim by people at the base of those structures.

Thankfully, The Outer Worlds 2 is just as funny and irreverent as the first game.

The Outer Worlds 2 additionally investigates the situation numerous people find ourselves in regarding occupation, political matters, and including buying decisions: Being forced to select the lesser of two or three evils. When trying to choose whether to back a harmful business or a problematic faith organization throughout the experience, I found myself aligning with the familiar evil: A familiar corporate entity that sucks (yet merely employs promotion to brainwash its subjects), rather than the faith organization, which also sucks, but utilizes a horrible approach termed "mental refreshment" to maintain its followers in line.

Questionable Employers

Even the people you serve may not be dependable. In the role of an space operative, your mission involves trying to reestablish stability to this settlement following a forceful company buyout, and you will quickly find that the two the aggressors and the residents follow separate (but similarly terrible) doctrines. But a quick inspection of the communications on your spacecraft's system reveal that this agency isn't precisely the world's most ethical organization as well, as demonstrated by a response to a help request that tells the sender it will take "several business years" for a response to their transmission. (This period is approximately the time it takes for numerous individuals to get a hold of a real support representative through calling currently.)

Familiar Situations

Various situations in this installment are painfully relatable, but it's a therapeutic kind of recognition, and the game achieves equilibrium between its depressing dystopian setting with wit that's authentically amusing while avoiding incongruous. A primary concept is the rapid beginning of deterioration that seems to take place in the wake of significant business mergers. Staff members from all factions of this installment's significant consolidation find their existence worsen as a result, while the leaders in charge of the hierarchy are, expectedly, accumulating money rapidly.

Hey, at least I understand where I stand.

Comparable to the first game, The Outer Worlds 2 is inherently funny, but furthermore doesn't shy away to turn solemn. At one point, while traveling around the game's first accessible planet, I stumbled across a body with an audio log nearby. This recording disclosed that this character (connected to the brainwashing religious faction) had died in an accident while attempting to locate and eliminate her romantic partner. This loved one had reportedly deserted from their organization, and the now-dead NPC was incensed at her significant other's {traitorous

Chelsea Smith
Chelsea Smith

Urban planner and tech enthusiast with over a decade of experience in smart city projects across Europe and Asia.