The Outer Worlds 2 Manages to Be Funny, Despite Everything

When I first playthrough of the initial Outer Worlds title, I was quickly hooked by its sarcastic, Fallout-like type of wit. The game included dynamic dialogues, character diaries, and propaganda materials that illustrated a corporate dystopia that was at once bleak and humorous. My primary concern approaching the sequel was that this entry – through no fault from itself – might not be as humorous like the original.

Sure, things weren't perfect. But the world certainly seemed a bit less broken in those days. The Outer Worlds depicted a grim society that didn't hit too close to home, and nonetheless succeeded to be simultaneously heartwarming and comical. I started The Outer Worlds 2 rather certain that the sequel couldn't succeed to achieve this again, but I'm happy to report that I was mistaken. This sequel is equally chuckle-inducing as the game that came earlier, and additionally brings new themes rather than just recycling identical material comparable to an tired company slogan.

Evolving Characters

The majority of the non-player characters users found in the original game had been beaten down by the deeds of company organizations including Spacer's Choice, and were painfully aware of the degree that their lives sucked. This installment progresses matters in a different direction, including personalities who are programmed (sometimes figuratively, frequently actually). A lot of these characters don't even realize of how deeply screwed up their conditions are, or that there could be alternatives to a lifetime passed under the domination of a huge company or restricted by the doctrines of a demanding cult.

This follow-up investigates methods of corporate control that are more insidious than only making the population impoverished. Various personalities have been programmed with the type of excessively zealous "grindset mindset" discourse you might encounter on online profiles that claim to disclose the key to success when you buy a costly program, or invest in a sketchy crypto scheme. Additionally, the title's business promotion has evolved.

Current Topics

There are still plenty of demotivating signs on the walls warning about deducting employee wages who even consider requesting leave, but there are also mentions of network marketing tactics, featuring an employee manual that confidently announces, "Unknown people are merely customers YOU still need to meet!" As an individual who was raised in a network marketing family, I promptly exploded laughing when encountering this reference, because it's a saying I have often heard stated precisely by individuals in lower positions of those structures.

Thankfully, this follow-up is just as funny and sarcastic as the first game.

This sequel also examines the situation many of us find ourselves in when it comes to work, politics, and including buying decisions: Having to select the smaller of two or three evils. When trying to choose whether to assist a harmful business or a concerning cult in the game, I found myself supporting the familiar evil: A familiar company structure that is awful (but only uses promotion to brainwash its subjects), rather than the faith organization, which also sucks, but employs a horrible approach named "psychological renewal" to control its members compliant.

Doubtful Authorities

Even the people you serve could fail to be reliable. Playing as an galactic official, you're tasked with working to return control to the Arcadia colony after an aggressive business acquisition, and you rapidly learn that both the aggressors and the residents adhere to separate (yet equally horrific) doctrines. However, a rapid review of the communications on your vessel's computer reveal that this organization isn't exactly the galaxy's most moral employer as well, as evidenced by an answer to a distress call that informs the caller it will take "several corporate years" for a reply to their transmission. (This period is roughly the duration it takes for numerous individuals to reach a human support representative via telephone nowadays.)

Familiar Situations

Various situations in this installment are highly recognizable, but it's a cleansing kind of recognition, and this release succeeds in balancing its grim future world with wit that's genuinely funny while avoiding incongruous. A primary concept is the near-instant onset of decline that appears to occur following large company takeovers. Employees on both sides of The Outer Worlds 2's big merger find their existence worsen consequently, while the CEOs in control of the food chain are, expectedly, raking in profits hand over fist.

Well, at minimum I recognize where I stand.

Just like the original title, The Outer Worlds 2 is intrinsically comedic, but it also isn't afraid to become dramatic. During a moment, while traveling around the game's first accessible planet, I came upon a body with an audio log nearby. The audio log showed that this individual (associated with the brainwashing religious faction) had died in an accident while attempting to track down and kill her significant other. This romantic partner had seemingly abandoned from their organization, and the perished individual was incensed at her partner's {traitorous

Eddie Evans
Eddie Evans

A seasoned gambling analyst with over a decade of experience in casino gaming and strategy development.