Outer Worlds 2 Still Be Funny, Despite Everything

Upon my initial experience with the first Outer Worlds title, I was quickly hooked by its irreverent, Fallout-esque style of comedy. The game included dynamic dialogues, individual logs, and propaganda materials that depicted a company-run society that was at once dark and humorous. My biggest worry heading into the follow-up was that this installment – without blame on its part – might not be as funny as its predecessor.

Admittedly, conditions weren't ideal. Yet society undoubtedly appeared somewhat less damaged in those days. This game depicted a grim society that didn't feel overly familiar, and still managed to be at once touching and hilarious. I commenced The Outer Worlds 2 rather certain that the sequel wouldn't manage to accomplish this again, but I'm happy to announce that I was incorrect. The Outer Worlds 2 is equally smile-generating as the title that came earlier, and additionally brings new themes as opposed to merely repeating identical material comparable to an overused corporate jingle.

Developing Personalities

The majority of the non-player characters players encountered in the initial release had been defeated by the deeds of company organizations such as the fictional company, and were painfully aware of how much their lives sucked. This installment takes things in an alternative path, presenting individuals who are indoctrinated (sometimes figuratively, often literally). Numerous characters aren't conscious of how profoundly disordered their conditions are, or that there may exist alternatives to a lifetime passed under the boot of a massive corporation or restricted by the doctrines of an intense faith.

The sequel investigates methods of corporate control that are more subtle than merely maintaining the population impoverished. Numerous characters have been indoctrinated into the type of overly enthusiastic "grindset mindset" discourse you'll find on social media accounts that promise to reveal the secret of achievement should you purchase a costly program, or invest in a sketchy crypto scheme. Even the game's business promotion has progressed.

Modern Themes

There are still many discouraging displays on the walls warning about deducting staff compensation who so much as think about requesting leave, but there are also references to pyramid scheme methods, including an employee manual that proudly declares, "Unknown people are merely patrons you still need to meet!" As someone who developed within a direct sales environment, I immediately burst out with laughter when encountering this reference, because it's a phrase I have regularly listened to stated precisely by those at the bottom of those structures.

Thankfully, The Outer Worlds 2 is as comedic and irreverent as the initial release.

The Outer Worlds 2 additionally investigates the dilemma many of us encounter when it comes to employment, political matters, and including buying decisions: Having to pick the reduced of two or three evils. While attempting to choose whether to back a dangerous corporate entity or a dangerous religious group within the title, I realized I became siding with the devil I know: A recognized company structure that is terrible (yet merely employs propaganda to indoctrinate its followers), as opposed to the cult, which is similarly terrible, but employs a horrible approach named "psychological renewal" to keep its adherents compliant.

Questionable Employers

Additionally, the individuals you serve might not be reliable. Playing as an galactic official, your assignment includes attempting to restore stability to this settlement subsequent to a hostile corporate takeover, and you'll soon discover that both the attackers and the residents follow differing (but similarly terrible) beliefs. However, a rapid inspection of the communications on your vessel's computer show that this agency is hardly the universe's most principled employer too, as evidenced by a reply to a distress call that notifies the contact it will take "three to five organizational cycles" for an answer to their message. (This period is approximately the time it takes for many people to reach a human help desk employee through calling these days.)

Recognizable Scenarios

Many moments in The Outer Worlds 2 are painfully relatable, but it's a therapeutic sort of relatability, and this release succeeds in balancing its bleak societal vision with comedy that's truly humorous yet not seeming out of place. A primary concept is the rapid beginning of decline that seems to take place in the wake of any major corporate acquisition. Employees on both sides of The Outer Worlds 2's big merger experience their living standards decrease as a result, while the executives in charge of the hierarchy are, of course, collecting the cash quickly.

Well, at minimum I recognize where I stand.

Similar to the original title, The Outer Worlds 2 is intrinsically comedic, but additionally doesn't shy away to turn solemn. During a moment, while traveling around the game's first accessible planet, I came upon a body with an audio log in the vicinity. This message showed that this NPC (connected to the indoctrinating cult) had been killed in an event during efforts to track down and dispatch her romantic partner. This loved one had apparently defected from their faction, and the perished individual was incensed at her lover's {traitorous

Jamie Hernandez
Jamie Hernandez

A tech entrepreneur and writer with over a decade of experience in digital transformation and startup ecosystems.