Outer Worlds 2 Manages to Deliver Humor, Despite Everything

During my first encounter with the initial Outer Worlds game, I was quickly hooked by its sarcastic, Fallout-like type of wit. The game featured lively conversations, personal journals, and promotional posters that illustrated a corporate dystopia that was at once grim and humorous. My primary concern approaching the sequel was that this entry – through no fault on its part – wouldn't be as comedic like the original.

Sure, conditions weren't ideal. Yet society certainly seemed slightly less fractured back then. This universe depicted a grim society that didn't feel extremely relatable, and yet accomplished to be simultaneously heartwarming and uproarious. I began The Outer Worlds 2 feeling quite confident that this release wouldn't manage to achieve this once more, but I'm pleased to state that I was wrong. This sequel is equally chuckle-inducing as the game that came before it, and also introduces new themes instead of merely repeating identical material like an overused corporate jingle.

Changing NPCs

A large portion of the game characters players encountered in the initial release had been defeated by the actions of business corporations like the in-game corporation, and were painfully aware of the extent to which their lives sucked. The Outer Worlds 2 moves events in a different direction, including personalities who are programmed (periodically symbolically, often literally). Numerous personalities aren't conscious of how extremely messed up their situations are, or that there could be alternatives to a lifetime passed under the domination of a huge company or limited by the doctrines of an intense faith.

The sequel investigates methods of company influence that are more insidious than simply keeping the population impoverished. Various personalities have been indoctrinated into the sort of extremely eager "hustle mentality" language you might encounter on social media accounts that vow to show the key to success should you purchase for an overpriced workshop, or participate in a dubious blockchain project. Furthermore, the release's corporate propaganda has progressed.

Contemporary Issues

There remain many demotivating signs on the walls indicating reductions in employee wages who so much as think about requesting leave, but furthermore exist mentions of pyramid scheme methods, featuring a new hire handbook that proudly declares, "Unknown people are merely customers YOU haven't met yet!" As an individual who developed within a network marketing environment, I instantly erupted in amusement when I saw this reference, because it's a refrain I have frequently encountered spoken verbatim by people at the base of such schemes.

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

This installment additionally investigates the predicament many of us encounter regarding occupation, politics, and even consumer choices: Being forced to select the lesser of several poor choices. During efforts to choose whether to support a dangerous corporate entity or a concerning cult in the game, I found myself supporting the devil I know: An established business organization that is awful (though just utilizes advertising to brainwash its subjects), instead of the faith organization, which also sucks, but uses an awful technique named "mental refreshment" to keep its adherents compliant.

Doubtful Authorities

Additionally, the individuals you serve could fail to be dependable. As an galactic official, your assignment includes attempting to restore order to this settlement after an aggressive business acquisition, and you'll soon discover that each of the aggressors and the defenders follow separate (though equally awful) beliefs. But a quick examination of the transmissions on your ship's terminal show that this agency isn't precisely the galaxy's most moral employer too, as demonstrated by an answer to a help request that tells the sender it will take "3-5 corporate years" for a reply to their transmission. (This period is approximately the time it takes for numerous individuals to contact a non-robot help desk employee over the phone these days.)

Recognizable Scenarios

Various situations in this sequel are extremely familiar, but it's a cathartic kind of recognition, and this title manages to balance its bleak societal vision with humor that's genuinely funny without feeling out of place. A primary concept is the rapid beginning of decline that happens to unfold following significant business mergers. Employees on both sides of this installment's major acquisition experience their living standards worsen as a result, while the leaders in control of the structure are, naturally, accumulating money hand over fist.

Well, at minimum I understand my situation.

Similar to the original title, this follow-up is naturally humorous, but it also doesn't hesitate to turn solemn. At one point, while exploring around the release's primary discoverable location, I discovered a corpse with a message nearby. This message disclosed that this individual (associated with the indoctrinating cult) had perished in an incident while trying to track down and eliminate her lover. This partner had reportedly deserted from their group, and the deceased character was incensed at her partner's {traitorous

Steven Moore
Steven Moore

A seasoned luxury travel writer and lifestyle curator with over a decade of experience exploring exclusive destinations and high-end trends.