Outer Worlds 2 Manages to Be Funny, Despite Everything

Upon my initial playthrough of the first Outer Worlds game, I was immediately drawn by its sarcastic, Fallout-esque style of comedy. The game featured lively conversations, character diaries, and promotional posters that portrayed a company-run society that was at once grim and entertaining. My main fear starting The Outer Worlds 2 was that this installment – not due to of its own – wouldn't be as comedic as its predecessor.

Certainly, situations weren't flawless. Yet society definitely felt slightly less fractured back then. This universe presented a dystopia that didn't hit extremely relatable, and yet accomplished to be simultaneously heartwarming and uproarious. I commenced The Outer Worlds 2 feeling quite confident that this installment couldn't succeed to achieve this once more, but I'm delighted to state that I was wrong. This sequel is as smile-generating as the release that preceded it, and also introduces fresh concepts rather than just recycling the same content like an overused corporate jingle.

Changing NPCs

A large portion of the game characters gamers met in the first title had been defeated by the actions of corporate entities such as the in-game corporation, and were fully cognizant of the degree that their situation was terrible. This sequel progresses matters in a different direction, featuring characters who are brainwashed (periodically symbolically, regularly truly). Many of these personalities don't even realize of how extremely messed up their situations are, or that there may exist alternatives to an existence spent beneath the control of a large business or restricted by the creeds of a demanding cult.

The sequel investigates methods of corporate control that are more subtle than merely maintaining the masses poor. Many NPCs have been indoctrinated into the sort of extremely eager "hustle mentality" discourse you might encounter on social media accounts that claim to disclose the path to accomplishment if you pay an expensive course, or invest in a sketchy crypto scheme. Additionally, the title's company advertising has evolved.

Current Topics

There continue to be numerous unmotivational posters on the walls threatening to dock employee wages who so much as contemplate requesting leave, but there are also mentions of multi-level marketing strategies, including an employee manual that proudly declares, "Unknown people are merely clients you haven't met yet!" As someone who was raised in a direct sales family, I immediately burst out in amusement upon viewing this mention, because it's a phrase I have regularly listened to stated precisely by individuals in lower positions of such schemes.

Thankfully, The Outer Worlds 2 is equally humorous and sarcastic as the initial release.

This installment also examines the dilemma numerous people encounter when it comes to occupation, politics, and including buying decisions: Needing to choose the lesser of multiple bad options. During efforts to determine if to support a risky company or a problematic faith organization throughout the experience, I realized I became aligning with the known negative: A recognized company structure that is terrible (though just utilizes advertising to program its members), instead of the cult, which also sucks, but utilizes an awful technique termed "mental refreshment" to keep its adherents obedient.

Questionable Employers

Additionally, the individuals you serve could fail to be trustworthy. As an galactic official, you're tasked with trying to reestablish order to the Arcadia colony following an aggressive business acquisition, and you will quickly find that each of the invaders and the defenders subscribe to differing (though equally awful) doctrines. But a quick review of the messages on your spacecraft's system demonstrate that this organization isn't precisely the world's most ethical employer too, as demonstrated by an answer to a distress call that notifies the contact it will take "several organizational cycles" for a response to their communication. (This period is roughly the duration it takes for numerous individuals to reach a real support representative through calling nowadays.)

Relatable Moments

Various situations in The Outer Worlds 2 are painfully relatable, but it's a cathartic type of familiarity, and this title manages to balance its depressing dystopian setting with comedy that's genuinely funny while avoiding inappropriate. A primary concept is the rapid beginning of enshittification that appears to occur following significant business mergers. Staff members from all factions of The Outer Worlds 2's major acquisition experience their living standards decrease as a result, while the executives in control of the food chain are, of course, collecting profits rapidly.

Okay, at the very least I know my position.

Similar to the first game, this sequel is inherently funny, but it also isn't afraid to get serious. At one point, while wandering around the game's first discoverable location, I came upon a body with a message close by. The audio log showed that this individual (connected to the brainwashing religious faction) had perished in an incident while trying to locate and kill her significant other. This romantic partner had seemingly abandoned from their faction, and the perished individual was incensed at her partner's {traitorous

Dustin Zhang
Dustin Zhang

A passionate gamer and writer specializing in creating detailed guides to help players master their favorite games and improve their skills.