The Outer Worlds Sequel Manages to Evoke Laughter, Despite Everything
Upon my initial playthrough of the initial Outer Worlds, I was immediately drawn by its sarcastic, Fallout-inspired brand of humor. The game included engaging exchanges, character diaries, and advertising displays that depicted a business-controlled nightmare that was at once dark and humorous. My main fear starting the follow-up was that this installment – without blame on its part – could fail to be as comedic compared to the first.
Sure, things weren't perfect. But the world definitely felt slightly less fractured back then. This game presented a dystopia that didn't strike overly familiar, and nonetheless succeeded to be simultaneously heartwarming and comical. I commenced The Outer Worlds 2 feeling quite confident that this installment couldn't succeed to pull this off again, but I'm happy to announce that I was mistaken. This sequel is equally smile-generating as the release that came before it, and additionally brings fresh concepts as opposed to just recycling the same content like an worn-out business tune.
Changing NPCs
Most of the NPCs players encountered in the original game had been worn out by the deeds of business corporations such as the in-game corporation, and were fully cognizant of the extent to which their situation was terrible. This installment takes things in a distinct route, including personalities who are brainwashed (sometimes figuratively, frequently actually). Numerous NPCs aren't even aware of how extremely screwed up their conditions are, or that there could be alternatives to a lifetime passed under the domination of a large business or restricted by the creeds of a demanding cult.
This follow-up examines forms of business domination that are more insidious than simply keeping the masses poor. Various personalities have been brainwashed into the kind of excessively zealous "hustle mentality" language you might encounter on online profiles that claim to disclose the key to success when you buy a costly program, or participate in a questionable digital currency plan. Even the game's company advertising has developed.
Contemporary Issues
There remain plenty of unmotivational posters in various locations indicating reductions in staff compensation who even consider having a break, but additionally there are references to pyramid scheme tactics, including an employee manual that boldly states, "Strangers are just customers YOU still need to meet!" As someone who grew up in a network marketing environment, I promptly exploded in amusement when encountering this allusion, because it's a phrase I have frequently encountered repeated exactly by those at the bottom of such schemes.
Fortunately, this follow-up is as comedic and irreverent as the initial release.
This sequel also examines the predicament various individuals encounter when it comes to work, politics, and including buying decisions: Needing to pick the smaller of two or three evils. While attempting to determine if to back a risky company or a problematic faith organization in the game, I discovered I was supporting the devil I know: A recognized business organization that sucks (yet merely employs propaganda to brainwash its subjects), instead of the cult, which is equally bad, but uses a horrible approach called "psychological renewal" to keep its adherents in line.
Unreliable Masters
Even the people you represent could fail to be reliable. As an galactic official, you're tasked with trying to reestablish control to this outpost after a forceful company buyout, and you will quickly find that the two the attackers and the invadees subscribe to distinct (yet equally horrific) doctrines. However, a rapid review of the communications on your ship's terminal show that this organization isn't precisely the world's most ethical organization either, as demonstrated by an answer to an emergency signal that informs the caller it will take "3-5 corporate years" for an answer to their message. (That time frame is about how long it takes for many people to contact a non-robot help desk employee via telephone nowadays.)
Familiar Situations
Numerous instances in this installment are highly recognizable, but it's a cathartic sort of relatability, and this title succeeds in balancing its bleak societal vision with humor that's truly humorous while avoiding out of place. One major theme is the rapid beginning of decline that seems to take place following large company takeovers. Staff members from all factions of The Outer Worlds 2's major acquisition see their quality of life worsen consequently, while the executives in control of the structure are, expectedly, collecting money hand over fist.
Hey, at least I understand where I stand.
Comparable to the initial release, this sequel is intrinsically comedic, but additionally doesn't shy away to become dramatic. At one point, while exploring around the game's first accessible planet, I discovered a corpse with a recording close by. This recording showed that this character (associated with the programming faith group) had perished in an incident while attempting to locate and eliminate her significant other. This loved one had apparently defected from their group, and the deceased character was angry about her lover's {traitorous