The Outer Worlds Sequel Manages to Deliver Humor, Despite Everything
Upon my initial experience with the initial Outer Worlds, I was instantly captivated by its irreverent, Fallout-esque style of comedy. The game boasted dynamic dialogues, personal journals, and advertising displays that illustrated a company-run society that was both dark and entertaining. My primary concern heading into the sequel was that this installment – through no fault from itself – might not be as humorous as its predecessor.
Admittedly, things weren't perfect. However, life undoubtedly appeared somewhat less damaged back then. This universe showed a bleak future that didn't feel overly familiar, and nonetheless succeeded to be at once heartwarming and hilarious. I began The Outer Worlds 2 feeling quite confident that this installment wouldn't manage to achieve this again, but I'm happy to report that I was wrong. This sequel is equally chuckle-inducing as the release that came before it, and additionally brings new themes rather than merely repeating the same content similar to a tired company slogan.
Evolving Characters
Most of the game characters players encountered in the first title had been beaten down by the actions of company organizations like the in-game corporation, and were fully cognizant of the extent to which their lives sucked. This sequel takes things in a different direction, including personalities who are indoctrinated (periodically symbolically, frequently actually). Many of these personalities aren't conscious of how extremely screwed up their situations are, or that there might be options to a life lived beneath the control of a massive corporation or limited by the beliefs of a demanding cult.
The sequel examines forms of business domination that are more subtle than only making the people destitute. Numerous characters have been brainwashed into the kind of overly enthusiastic "work ethic" language you might encounter on social media accounts that claim to disclose the secret of achievement when you buy for an overpriced workshop, or invest in a questionable digital currency plan. Additionally, the title's company advertising has developed.
Current Topics
There continue to be many discouraging displays throughout facilities threatening to dock pay from workers who so much as think about having a break, but additionally there are allusions to pyramid scheme tactics, featuring a staff guide that proudly declares, "Unfamiliar individuals are simply customers YOU have yet to encounter!" As someone who was raised in a network marketing household, I instantly erupted in amusement upon viewing this reference, because it's a phrase I have often heard repeated exactly by those at the bottom of those structures.
Thankfully, The Outer Worlds 2 is equally humorous and sarcastic as the first game.
This sequel also examines the situation numerous people experience concerning work, political matters, and even consumer choices: Needing to choose the smaller of several poor choices. During efforts to decide whether to support a dangerous corporate entity or a problematic faith organization in the game, I realized I became aligning with the known negative: An established corporate entity that is awful (but only uses advertising to indoctrinate its followers), instead of the religious group, which also sucks, but employs a horrible approach named "psychological renewal" to control its members obedient.
Unreliable Masters
Furthermore, the characters you work for may not be trustworthy. Playing as an space operative, you're tasked with working to return stability to this settlement subsequent to a forceful company buyout, and you rapidly learn that the two the attackers and the residents adhere to distinct (though equally awful) beliefs. Yet a speedy inspection of the communications on your spacecraft's system demonstrate that the Earth Directorate is hardly the world's most ethical organization either, as shown by a response to an emergency signal that tells the sender it will take "three to five organizational cycles" for a response to their communication. (This period is approximately the time it takes for me to contact a human customer service agent over the phone currently.)
Recognizable Scenarios
Many moments in this sequel are highly recognizable, but it's a therapeutic sort of relatability, and this release achieves equilibrium between its depressing dystopian setting with humor that's authentically amusing without feeling inappropriate. One major theme is the rapid beginning of decline that seems to take place after significant business mergers. Workers from each party of The Outer Worlds 2's big merger find their existence worsen consequently, while the executives at the top of the food chain are, expectedly, accumulating money quickly.
Hey, at least I recognize my position.
Just like the first game, this follow-up is inherently funny, but furthermore isn't afraid to turn solemn. At one point, while wandering around the game's first explorable world, I stumbled across a corpse with an audio log close by. This recording revealed that this individual (connected to the programming faith group) had perished in an incident while trying to hunt down and dispatch her lover. This partner had seemingly abandoned from their organization, and the deceased character was incensed at her significant other's {traitorous