The Outer Worlds 2 Continues to Evoke Laughter, Amidst Challenges

During my first experience with the first Outer Worlds title, I was immediately drawn by its satirical, Fallout-esque style of comedy. The game boasted lively conversations, personal journals, and advertising displays that illustrated a company-run society that was both grim and amusing. My main fear approaching The Outer Worlds 2 was that this entry – through no fault on its part – might not be as humorous as its predecessor.

Admittedly, situations weren't flawless. But the world certainly seemed somewhat less damaged at that time. This game presented a dystopia that didn't strike too close to home, and yet accomplished to be simultaneously emotional and comical. I started The Outer Worlds 2 rather certain that the sequel couldn't succeed to achieve this a second time, but I'm pleased to report that I was mistaken. This sequel is as chuckle-inducing as the game that preceded it, and also introduces original ideas instead of merely repeating similar elements similar to a worn-out business tune.

Evolving Characters

The majority of the game characters players encountered in the first title had been beaten down by the deeds of company organizations including Spacer's Choice, and were painfully aware of the degree that their situation was terrible. This installment moves events in a different direction, presenting individuals who are programmed (sometimes figuratively, regularly truly). Numerous NPCs don't even realize of how extremely disordered their situations are, or that there might be options to a life lived beneath the control of a massive corporation or bound by the creeds of a high-demand religion.

This follow-up investigates methods of company influence that are more deceptive than merely maintaining the people destitute. Numerous characters have been brainwashed into the kind of excessively zealous "grindset mindset" rhetoric you can discover on online profiles that claim to disclose the path to accomplishment should you purchase an expensive course, or invest in a questionable digital currency plan. Additionally, the title's company advertising has evolved.

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There continue to be plenty of discouraging displays on the walls threatening to dock employee wages who dare to contemplate taking a day off, but additionally there are allusions to pyramid scheme tactics, such as an employee manual that confidently announces, "Strangers are just patrons you have yet to encounter!" Being a person who developed within a network marketing family, I instantly erupted with laughter when I saw this allusion, because it's a refrain I have often heard spoken verbatim by people at the base of those structures.

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

The Outer Worlds 2 also examines the predicament many of us experience concerning occupation, government, and even consumer choices: Being forced to pick the smaller of multiple bad options. While attempting to decide whether to back a dangerous corporate entity or a problematic faith organization throughout the experience, I discovered I was siding with the devil I know: A familiar business organization that sucks (but only uses advertising to program its members), as opposed to the faith organization, which is similarly terrible, but utilizes a horrible approach called "cognitive reset" to maintain its followers obedient.

Questionable Employers

Furthermore, the characters you work for may not be reliable. As an Earth Directorate agent, your mission involves trying to reestablish control to this outpost after a hostile corporate takeover, and you rapidly learn that both the attackers and the residents follow separate (yet equally horrific) beliefs. However, a rapid examination of the communications on your ship's terminal demonstrate that this organization isn't exactly the universe's most principled authority too, as demonstrated by an answer to a help request that tells the sender it will take "3-5 organizational cycles" for an answer to their transmission. (That time frame is roughly the duration it takes for me to get a hold of a real help desk employee via telephone currently.)

Recognizable Scenarios

Many moments in The Outer Worlds 2 are painfully relatable, but it's a therapeutic sort of relatability, and the game succeeds in balancing its bleak societal vision with comedy that's authentically amusing while avoiding out of place. One major theme is the quick commencement of enshittification that appears to occur following any major corporate acquisition. Workers from each party of this sequel's major acquisition experience their living standards worsen consequently, while the CEOs in charge of the hierarchy are, of course, raking in the cash hand over fist.

Hey, at least I know my situation.

Just like the initial release, The Outer Worlds 2 is intrinsically comedic, but furthermore doesn't hesitate to become dramatic. At one point, while exploring around the game's first accessible planet, I stumbled across a corpse with a message close by. This message disclosed that this character (who was aligned with the brainwashing religious faction) had been killed in an event while trying to hunt down and kill her romantic partner. This romantic partner had apparently defected from their group, and the now-dead NPC was enraged by her lover's {traitorous

Lisa Cole
Lisa Cole

Mira is a data scientist and tech writer specializing in analytics tools and digital transformation strategies.