The Outer Worlds Sequel Manages to Deliver Humor, Amidst Challenges

Upon my initial playthrough of the original Outer Worlds, I was quickly hooked by its sarcastic, Fallout-inspired brand of humor. The game boasted engaging exchanges, character diaries, and propaganda materials that illustrated a corporate dystopia that was at once grim and entertaining. My main fear approaching The Outer Worlds 2 was that this version – not due to on its part – could fail to be as humorous as its predecessor.

Certainly, conditions weren't ideal. But the world definitely felt somewhat less damaged back then. This universe presented a dystopia that didn't hit extremely relatable, and still managed to be both emotional and comical. I commenced the follow-up rather certain that this installment wouldn't be able to pull this off a second time, but I'm delighted to report that I was mistaken. The Outer Worlds 2 is equally chuckle-inducing as the game that came earlier, and also introduces new themes as opposed to simply reusing the same content similar to a overused corporate jingle.

Changing NPCs

Most of the non-player characters players encountered in the first title had been beaten down by the actions of company organizations including the fictional company, and were acutely conscious of the degree that their situation was terrible. The Outer Worlds 2 progresses matters in a different direction, including personalities who are indoctrinated (sometimes figuratively, often literally). Many of these characters don't even realize of how profoundly screwed up their situations are, or that there could be choices to a life lived under the domination of a large business or restricted by the doctrines of a high-demand religion.

The sequel examines forms of business domination that are more insidious than merely maintaining the people destitute. Various personalities have been programmed with the kind of extremely eager "work ethic" discourse you might encounter on online profiles that promise to reveal the path to accomplishment should you purchase a costly program, or invest in a questionable digital currency plan. Additionally, the title's company advertising has progressed.

Modern Themes

There are still plenty of discouraging displays in various locations threatening to dock pay from workers who dare to contemplate taking a day off, but there are also allusions to network marketing strategies, such as a new hire handbook that proudly declares, "Strangers are just clients you have yet to encounter!" As an individual who developed within a network marketing environment, I promptly exploded in amusement when I saw this allusion, because it's a refrain I have frequently encountered spoken verbatim by individuals in lower positions of these systems.

Fortunately, The Outer Worlds 2 is just as funny and satirical as the initial release.

This installment furthermore explores the situation various individuals encounter when it comes to work, politics, and including buying decisions: Having to choose the reduced of two or three evils. While attempting to choose whether to assist a risky company or a problematic faith organization within the title, I discovered I was siding with the devil I know: A familiar corporate entity that sucks (though just utilizes advertising to brainwash its subjects), rather than the religious group, which is equally bad, but uses a terrible method termed "psychological renewal" to keep its adherents compliant.

Questionable Employers

Additionally, the individuals you serve may not be trustworthy. In the role of an Earth Directorate agent, you're tasked with trying to reestablish stability to this outpost subsequent to a forceful company buyout, and you will quickly find that each of the invaders and the residents adhere to separate (but similarly terrible) beliefs. Yet a speedy inspection of the messages on your vessel's computer reveal that this agency isn't precisely the world's most ethical authority too, as shown by a response to a help request that informs the caller it will take "three to five business years" for a reply to their message. (This duration is about how long it takes for me to contact a non-robot customer service agent via telephone currently.)

Familiar Situations

Various situations in this sequel are extremely familiar, but it's a cleansing type of familiarity, and the game achieves equilibrium between its depressing dystopian setting with humor that's authentically amusing while avoiding out of place. A primary concept is the rapid beginning of deterioration that seems to take place following large company takeovers. Staff members from all factions of this sequel's big merger experience their living standards decrease therefore, while the CEOs at the top of the structure are, expectedly, collecting the cash hand over fist.

Hey, at least I recognize my position.

Just like the initial release, this follow-up is intrinsically comedic, but it also doesn't hesitate to turn solemn. At a certain time, while wandering around the game's first explorable world, I came upon a corpse with a recording in the vicinity. This message revealed that this individual (who was aligned with the brainwashing religious faction) had perished in an incident while trying to hunt down and kill her romantic partner. This partner had apparently defected from their group, and the perished individual was incensed at her significant other's {traitorous

Timothy Murphy
Timothy Murphy

A professional gambler with over 15 years of experience in casino gaming, specializing in slot machine analytics and strategy development.