The Outer Worlds Sequel Manages to Deliver Humor, Against All Odds

When I first playthrough of the initial Outer Worlds game, I was quickly hooked by its irreverent, Fallout-esque style of comedy. The game featured dynamic dialogues, individual logs, and promotional posters that depicted a company-run society that was at once bleak and humorous. My biggest worry approaching the sequel was that this entry – through no fault from itself – wouldn't be as comedic compared to the first.

Admittedly, things weren't perfect. Yet society certainly seemed slightly less fractured back then. This universe presented a dystopia that didn't feel too close to home, and yet accomplished to be at once touching and comical. I commenced The Outer Worlds 2 feeling quite confident that the sequel wouldn't manage to pull this off once more, but I'm pleased to state that I was incorrect. This sequel is equally laughter-provoking as the game that preceded it, and furthermore presents new themes as opposed to just recycling identical material like an tired company slogan.

Changing NPCs

The majority of the non-player characters gamers met in the initial release had been worn out by the deeds of business corporations such as the in-game corporation, and were painfully aware of the extent to which their existence was miserable. This sequel moves events in a different direction, including personalities who are brainwashed (sometimes figuratively, frequently actually). Numerous NPCs aren't conscious of how extremely disordered their situations are, or that there may exist options to a lifetime passed under the boot of a large business or limited by the creeds of a demanding cult.

This follow-up explores types of company influence that are more subtle than only making the population impoverished. Many NPCs have been indoctrinated into the sort of overly enthusiastic "grindset mindset" discourse you might encounter on social media accounts that vow to show the key to success should you purchase an expensive course, or put money into a sketchy crypto scheme. Even the game's business promotion has progressed.

Modern Themes

There are still many demotivating signs on the walls threatening to dock staff compensation who so much as contemplate requesting leave, but there are also mentions of network marketing tactics, featuring a staff guide that confidently announces, "Strangers are just clients you still need to meet!" Being a person who developed within a network marketing household, I immediately burst out with laughter upon viewing this reference, because it's a saying I have regularly listened to repeated exactly by those at the bottom of such schemes.

Thankfully, this follow-up is equally humorous and satirical as the first game.

This installment additionally investigates the situation numerous people experience concerning occupation, political matters, and even personal purchases: Being forced to pick the reduced of several poor choices. During efforts to determine if to back a harmful business or a problematic faith organization within the title, I found myself supporting the known negative: A recognized corporate entity that sucks (though just utilizes promotion to indoctrinate its followers), as opposed to the cult, which is equally bad, but employs a horrible approach named "cognitive reset" to keep its adherents obedient.

Doubtful Authorities

Even the people you represent could fail to be trustworthy. In the role of an Earth Directorate agent, your assignment includes working to return stability to this settlement subsequent to an aggressive business acquisition, and you will quickly find that each of the attackers and the invadees follow distinct (but similarly terrible) ideologies. Yet a speedy examination of the communications on your spacecraft's system demonstrate that the Earth Directorate isn't exactly the galaxy's most moral authority as well, as evidenced by a response to a distress call that tells the sender it will take "3-5 business years" for an answer to their message. (This duration is roughly the duration it takes for numerous individuals to reach a non-robot support representative through calling currently.)

Relatable Moments

Many moments in The Outer Worlds 2 are extremely familiar, but it's a therapeutic sort of relatability, and this title manages to balance its depressing dystopian setting with wit that's authentically amusing without feeling out of place. One major theme is the quick commencement of deterioration that seems to take place after large company takeovers. Workers from each party of The Outer Worlds 2's significant consolidation see their quality of life worsen as a result, while the leaders in charge of the structure are, naturally, collecting money quickly.

Hey, at least I know where I stand.

Comparable to the initial release, this sequel is naturally humorous, but additionally doesn't shy away to become dramatic. During a moment, while wandering around the game's first discoverable location, I stumbled across a deceased individual with a message in the vicinity. The audio log revealed that this NPC (connected to the programming faith group) had died in an accident during efforts to hunt down and eliminate her romantic partner. This partner had apparently defected from their organization, and the now-dead NPC was incensed at her lover's {traitorous

Victor Warren
Victor Warren

A digital strategist with over 8 years of experience in SEO and content marketing, passionate about helping businesses thrive online.