The Outer Worlds Sequel Continues to Evoke Laughter, Against All Odds
During my first experience with the first Outer Worlds title, I was instantly captivated by its satirical, Fallout-like type of wit. This title included dynamic dialogues, personal journals, and promotional posters that illustrated a corporate dystopia that was at once grim and entertaining. My biggest worry heading into the sequel was that this installment – without blame of its own – might not be as humorous like the original.
Admittedly, things weren't perfect. Yet society undoubtedly appeared slightly less fractured at that time. This game depicted a grim society that didn't hit extremely relatable, and nonetheless succeeded to be simultaneously touching and comical. I started the sequel rather certain that the sequel wouldn't manage to accomplish this once more, but I'm pleased to announce that I was mistaken. This follow-up is just as chuckle-inducing as the title that preceded it, and also introduces new themes instead of simply reusing similar elements like an tired company slogan.
Developing Personalities
A large portion of the game characters users found in the initial release had been defeated by the actions of corporate entities including Spacer's Choice, and were acutely conscious of how much their lives sucked. The Outer Worlds 2 takes things in a distinct route, including personalities who are brainwashed (occasionally metaphorically, frequently actually). A lot of these NPCs aren't even aware of how deeply messed up their conditions are, or that there might be alternatives to an existence spent beneath the control of a massive corporation or restricted by the creeds of an intense faith.
The sequel explores types of company influence that are more subtle than simply keeping the people destitute. Numerous characters have been brainwashed into the sort of excessively zealous "grindset mindset" rhetoric you'll find on digital platforms that vow to show the secret of achievement if you pay for an overpriced workshop, or put money into a sketchy crypto scheme. Additionally, the title's corporate propaganda has developed.
Contemporary Issues
There continue to be numerous unmotivational posters in various locations warning about deducting pay from workers who so much as contemplate requesting leave, but additionally there are references to network marketing methods, such as an employee manual that boldly states, "Strangers are just customers YOU haven't met yet!" Being a person who was raised in a direct sales family, I immediately burst out with laughter upon viewing this allusion, because it's a phrase I have regularly listened to repeated exactly by those at the bottom of those structures.
Fortunately, this sequel is equally humorous and irreverent as the initial release.
This sequel additionally investigates the situation numerous people experience regarding employment, politics, and even personal purchases: Needing to pick the smaller of two or three evils. While attempting to decide 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 is terrible (though just utilizes promotion to program its members), as opposed to the religious group, which is similarly terrible, but employs an awful technique named "mental refreshment" to maintain its followers obedient.
Questionable Employers
Furthermore, the characters you work for may not be reliable. Playing as an Earth Directorate agent, you're tasked with attempting to restore control to this settlement after a hostile corporate takeover, and you'll soon discover that each of the invaders and the invadees follow distinct (yet equally horrific) doctrines. However, a rapid review of the communications on your vessel's computer demonstrate that this organization isn't precisely the world's most ethical employer too, as demonstrated by a response to a help request that tells the sender it will take "three to five organizational cycles" for an answer to their transmission. (That time frame is approximately the time it takes for me to contact a non-robot support representative over the phone nowadays.)
Familiar Situations
Various situations in this installment are extremely familiar, but it's a cathartic type of familiarity, and this release manages to balance its depressing dystopian setting with comedy that's genuinely funny while avoiding inappropriate. A primary concept is the near-instant onset of enshittification that happens to unfold in the wake of large company takeovers. Staff members from all factions of this installment's big merger find their existence decrease consequently, while the executives in control of the hierarchy are, expectedly, collecting the cash quickly.
Well, at minimum I know my position.
Just like the original title, The Outer Worlds 2 is intrinsically comedic, but it also doesn't shy away to turn solemn. During a moment, while exploring around the release's primary discoverable location, I stumbled across a corpse with an audio log in the vicinity. This recording revealed that this NPC (connected to the programming faith group) had died in an accident while attempting to locate and dispatch her romantic partner. This loved one had apparently defected from their organization, and the perished individual was incensed at her lover's {traitorous