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

Upon my initial experience with the initial Outer Worlds title, I was instantly captivated by its irreverent, Fallout-like brand of humor. The game included engaging exchanges, individual logs, and promotional posters that portrayed a business-controlled nightmare that was simultaneously bleak and humorous. My biggest worry heading into the follow-up was that this entry – through no fault on its part – wouldn't be as humorous like the original.

Certainly, things weren't perfect. But the world certainly seemed a bit less broken at that time. The Outer Worlds presented a dystopia that didn't feel too close to home, and nonetheless succeeded to be simultaneously heartwarming and hilarious. I commenced the sequel rather certain that this release couldn't succeed to achieve this a second time, but I'm pleased to report that I was mistaken. This follow-up is equally chuckle-inducing as the game that came earlier, and also introduces fresh concepts instead of just recycling identical material similar to a worn-out business tune.

Changing NPCs

Most of the game characters players encountered in the initial release had been defeated by the deeds of company organizations like Spacer's Choice, and were painfully aware of the extent to which their existence was miserable. The Outer Worlds 2 takes things in a distinct route, presenting individuals who are brainwashed (sometimes figuratively, often literally). Numerous characters aren't conscious of how deeply screwed up their circumstances are, or that there may exist choices to a lifetime passed under the boot of a large business or bound by the doctrines of a high-demand religion.

This second installment explores types of company influence that are more subtle than merely maintaining the masses poor. Numerous characters have been indoctrinated into the kind of overly enthusiastic "work ethic" discourse you might encounter on social media accounts that vow to show the key to success should you purchase a costly program, or participate in a sketchy crypto scheme. Additionally, the title's corporate propaganda has progressed.

Modern Themes

There remain plenty of demotivating signs throughout facilities warning about deducting employee wages who dare to contemplate having a break, but there are also mentions of multi-level marketing methods, such as a staff guide that proudly declares, "Unknown people are merely clients you haven't met yet!" Being a person who grew up in a network marketing family, I instantly erupted laughing when encountering this reference, because it's a saying I have often heard stated precisely by people at the base of these systems.

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

The Outer Worlds 2 furthermore explores the situation numerous people experience regarding employment, politics, and even consumer choices: Needing to pick the smaller of several poor choices. During efforts to choose whether to assist a risky company or a dangerous religious group throughout the experience, I found myself siding with the devil I know: An established business organization that is terrible (yet merely employs advertising to indoctrinate its followers), rather than the faith organization, which is similarly terrible, but uses a horrible approach termed "mental refreshment" to keep its adherents in line.

Doubtful Authorities

Furthermore, the characters you work for may not be reliable. Playing as an Earth Directorate agent, your assignment includes trying to reestablish stability to the Arcadia colony after an aggressive business acquisition, and you'll soon discover that each of the invaders and the invadees follow separate (though equally awful) ideologies. Yet a speedy inspection of the messages on your vessel's computer reveal that this organization is hardly the universe's most principled organization either, as evidenced by a reply to a help request that notifies the contact it will take "several business years" for a response to their message. (This duration is roughly the duration it takes for many people to reach a human customer service agent over the phone these days.)

Relatable Moments

Various situations in The Outer Worlds 2 are highly recognizable, but it's a cleansing type of familiarity, and this release succeeds in balancing its bleak societal vision with comedy that's authentically amusing yet not seeming out of place. One major theme is the near-instant onset of deterioration that seems to take place in the wake of significant business mergers. Staff members from all factions of The Outer Worlds 2's major acquisition experience their living standards worsen as a result, while the executives in control of the structure are, expectedly, raking in money hand over fist.

Okay, at the very least I know my position.

Just like the initial release, this sequel is intrinsically comedic, but additionally doesn't hesitate to turn solemn. During a moment, while wandering around the title's initial discoverable location, I stumbled across a corpse with a message nearby. This message showed that this individual (associated with the indoctrinating cult) had died in an accident while attempting to locate and kill her lover. This partner had seemingly abandoned from their organization, and the now-dead NPC was angry about her partner's {traitorous

Allison Velasquez
Allison Velasquez

A seasoned gaming journalist with over a decade of experience covering casino trends and slot machine innovations.