The Outer Worlds 2 Manages to Be Funny, Amidst Challenges

Upon my initial playthrough of the original Outer Worlds game, I was quickly hooked by its satirical, Fallout-like style of comedy. The game featured lively conversations, character diaries, and promotional posters that depicted a company-run society that was both bleak and amusing. My biggest worry starting the sequel was that this version – through no fault on its part – wouldn't be as funny as its predecessor.

Admittedly, situations weren't flawless. But the world undoubtedly appeared slightly less fractured back then. This universe depicted a grim society that didn't hit extremely relatable, and yet accomplished to be at once touching and comical. I began the sequel rather certain that the sequel couldn't succeed to accomplish this again, but I'm happy to state that I was mistaken. This sequel is just as laughter-provoking as the title that came before it, and furthermore presents original ideas instead of merely repeating the same content similar to a overused corporate jingle.

Evolving Characters

Most of the NPCs players encountered in the first title had been defeated by the deeds of company organizations including the in-game corporation, and were fully cognizant of the extent to which their lives sucked. This installment progresses matters in a different direction, including personalities who are brainwashed (periodically symbolically, regularly truly). A lot of these characters aren't conscious of how deeply messed up their conditions are, or that there might be options to a lifetime passed beneath the control of a large business or bound by the doctrines of a demanding cult.

The sequel investigates methods of business domination that are more subtle than only making the masses poor. Various personalities have been programmed with the sort of overly enthusiastic "grindset mindset" language you can discover on digital platforms that claim to disclose the secret of achievement if you pay for an overpriced workshop, or participate in a questionable digital currency plan. Even the game's business promotion has developed.

Modern Themes

There remain plenty of discouraging displays throughout facilities warning about deducting pay from workers who so much as consider requesting leave, but furthermore exist references to network marketing tactics, such as a staff guide that boldly states, "Unknown people are merely clients you haven't met yet!" Being a person who grew up in a multi-level marketing environment, I immediately burst out with laughter upon viewing this mention, because it's a refrain I have often heard repeated exactly by individuals in lower positions of these systems.

Fortunately, this sequel is as comedic and irreverent as the initial release.

This sequel also examines the situation many of us find ourselves in when it comes to employment, politics, and even consumer choices: Having to select the lesser of multiple bad options. While attempting to determine if to support a harmful business or a dangerous religious group within the title, I discovered I was aligning with the devil I know: An established company structure that sucks (though just utilizes propaganda to indoctrinate its followers), instead of the religious group, which is equally bad, but employs a terrible method called "psychological renewal" to keep its adherents obedient.

Unreliable Masters

Even the people you work for might not be reliable. As an Earth Directorate agent, your mission involves trying to reestablish control to the Arcadia colony subsequent to a forceful company buyout, and you'll soon discover that each of the attackers and the residents adhere to differing (but similarly terrible) beliefs. Yet a speedy inspection of the messages on your spacecraft's system demonstrate that this organization isn't precisely the galaxy's most moral organization as well, as shown by a response to an emergency signal that tells the sender it will take "3-5 corporate years" for an answer to their transmission. (This period is approximately the time it takes for numerous individuals to get a hold of a real support representative via telephone nowadays.)

Relatable Moments

Numerous instances in this sequel are highly recognizable, but it's a cleansing sort of relatability, and this release achieves equilibrium between its bleak societal vision with comedy that's truly humorous without feeling incongruous. One major theme is the near-instant onset of decline that seems to take place after any major corporate acquisition. Staff members from all factions of The Outer Worlds 2's major acquisition find their existence decline as a result, while the leaders in control of the structure are, naturally, raking in the cash rapidly.

Well, at minimum I know where I stand.

Just like the first game, The Outer Worlds 2 is inherently funny, but it also doesn't hesitate to get serious. At one point, while traveling around the game's first discoverable location, I came upon a corpse with an audio log nearby. The audio log disclosed that this individual (who was aligned with the programming faith group) had died in an accident during efforts to hunt down and dispatch her romantic partner. This romantic partner had reportedly deserted from their faction, and the deceased character was incensed at her significant other's {traitorous

Austin Smith
Austin Smith

A tech writer and digital strategist with over a decade of experience in analyzing online trends and emerging technologies.