Outer Worlds 2 Manages to Be Funny, Despite Everything
During my first playthrough of the original Outer Worlds game, I was immediately drawn by its sarcastic, Fallout-inspired type of wit. The game boasted engaging exchanges, character diaries, and propaganda materials that illustrated a business-controlled nightmare that was at once dark and amusing. My biggest worry heading into the sequel was that this entry – through no fault from itself – might not be as humorous like the original.
Admittedly, things weren't perfect. But the world definitely felt somewhat less damaged at that time. This game presented a dystopia that didn't hit extremely relatable, and still managed to be both touching and uproarious. I commenced the sequel feeling quite confident that this installment wouldn't be able to achieve this a second time, but I'm pleased to state that I was mistaken. This follow-up is as chuckle-inducing as the game that preceded it, and also introduces original ideas instead of just recycling similar elements similar to a tired company slogan.
Evolving Characters
Most of the NPCs users found in the first title had been defeated by the actions of business corporations such as Spacer's Choice, and were acutely conscious of the extent to which their lives sucked. This sequel moves events in an alternative path, featuring characters who are indoctrinated (periodically symbolically, frequently actually). A lot of these NPCs aren't conscious of how extremely messed up their circumstances are, or that there may exist options to a lifetime passed under the boot of a huge company or limited by the creeds of an intense faith.
This follow-up explores types of business domination that are more deceptive than merely maintaining the population impoverished. Many NPCs have been indoctrinated into the sort of overly enthusiastic "hustle mentality" language you might encounter on social media accounts that vow to show the secret of achievement when you buy an expensive course, or invest in a questionable digital currency plan. Furthermore, the release's business promotion has developed.
Modern Themes
There remain plenty of demotivating signs on the walls indicating reductions in employee wages who even think about having a break, but additionally there are references to pyramid scheme methods, featuring an employee manual that proudly declares, "Strangers are just customers YOU haven't met yet!" As an individual who grew up in a direct sales environment, I promptly exploded laughing when encountering this allusion, because it's a saying I have frequently encountered repeated exactly by those at the bottom of such schemes.
Fortunately, this follow-up is as comedic and satirical as the first game.
This installment furthermore explores the dilemma many of us find ourselves in concerning work, government, and including buying decisions: Being forced to select the smaller of two or three evils. While attempting to decide whether to support a harmful business or a dangerous religious group in the game, I realized I became aligning with the devil I know: A familiar corporate entity that is awful (but only uses advertising to indoctrinate its followers), rather than the cult, which is similarly terrible, but utilizes a horrible approach named "psychological renewal" to control its members in line.
Unreliable Masters
Furthermore, the characters you serve might not be dependable. Playing as an galactic official, your assignment includes trying to reestablish control to this settlement after a hostile corporate takeover, and you'll soon discover that each of the attackers and the invadees follow distinct (but similarly terrible) ideologies. Yet a speedy examination of the transmissions on your ship's terminal reveal that this organization is hardly the galaxy's most moral organization as well, as shown by a response to a distress call that notifies the contact it will take "3-5 corporate years" for an answer to their transmission. (This duration is approximately the time it takes for many people to get a hold of a real customer service agent via telephone these days.)
Familiar Situations
Many moments in The Outer Worlds 2 are highly recognizable, but it's a cleansing type of familiarity, and this title manages to balance its grim future world with humor that's truly humorous while avoiding out of place. A primary concept is the near-instant onset of enshittification that appears to occur following any major corporate acquisition. Workers from each party of this sequel's big merger experience their living standards worsen consequently, while the CEOs in charge of the food chain are, of course, accumulating profits hand over fist.
Hey, at least I understand my situation.
Just like the first game, this follow-up is naturally humorous, but additionally doesn't hesitate to turn solemn. At a certain time, while traveling around the title's initial explorable world, I came upon a corpse with a recording close by. This recording showed that this character (connected to the indoctrinating cult) had died in an accident while attempting to locate and eliminate her lover. This loved one had seemingly abandoned from their group, and the perished individual was enraged by her significant other's {traitorous