Outer Worlds 2 Continues to Be Funny, Despite Everything
Upon my initial encounter with the original Outer Worlds game, I was instantly captivated by its satirical, Fallout-esque brand of humor. This release featured dynamic dialogues, individual logs, and promotional posters that portrayed a company-run society that was simultaneously bleak and entertaining. My main fear heading into The Outer Worlds 2 was that this entry – not due to on its part – wouldn't be as comedic like the original.
Sure, things weren't perfect. But the world definitely felt a bit less broken at that time. This game presented a dystopia that didn't hit overly familiar, and yet accomplished to be both heartwarming and uproarious. I commenced The Outer Worlds 2 rather certain that this release wouldn't be able to achieve this once more, but I'm happy to state that I was wrong. This follow-up is equally laughter-provoking as the release that came before it, and additionally brings new themes instead of simply reusing the same content comparable to an tired company slogan.
Changing NPCs
A large portion of the game characters gamers met in the first title had been worn out by the actions of company organizations such as the fictional company, and were acutely conscious of the degree that their existence was miserable. This sequel takes things in a distinct route, featuring characters who are indoctrinated (occasionally metaphorically, regularly truly). Numerous personalities aren't even aware of how profoundly screwed up their situations are, or that there might be alternatives to an existence spent under the domination of a large business or restricted by the doctrines of a demanding cult.
This second installment examines forms of corporate control that are more deceptive than simply keeping the population impoverished. Various personalities have been programmed with the sort of excessively zealous "hustle mentality" discourse you might encounter on social media accounts that claim to disclose the secret of achievement if you pay an expensive course, or put money into a dubious blockchain project. Even the game's company advertising has evolved.
Modern Themes
There continue to be numerous unmotivational posters in various locations threatening to dock employee wages who dare to contemplate taking a day off, but additionally there are mentions of pyramid scheme tactics, such as an employee manual that boldly states, "Strangers are just clients you haven't met yet!" Being a person who was raised in a network marketing family, I immediately burst out in amusement when I saw this allusion, because it's a phrase I have regularly listened to stated precisely by individuals in lower positions of such schemes.
Luckily, this follow-up is just as funny and sarcastic as the initial release.
This sequel also examines the predicament many of us experience regarding work, political matters, and even consumer choices: Needing to pick the smaller of multiple bad options. While attempting to decide whether to assist a risky company or a dangerous religious group within the title, I found myself aligning with the known negative: A recognized corporate entity that is awful (but only uses promotion to indoctrinate its followers), rather than the cult, which is equally bad, but uses a horrible approach named "psychological renewal" to control its members in line.
Unreliable Masters
Additionally, the individuals you serve might not be reliable. Playing as an Earth Directorate agent, you're tasked with working to return order to this outpost following a forceful company buyout, and you'll soon discover that each of the invaders and the invadees follow differing (but similarly terrible) doctrines. Yet a speedy inspection of the communications on your spacecraft's system demonstrate that this agency is hardly the world's most ethical organization as well, as demonstrated by a reply to a distress call that informs the caller it will take "several business years" for an answer to their message. (This period is about how long it takes for numerous individuals to reach a non-robot help desk employee over the phone nowadays.)
Relatable Moments
Many moments in this installment are extremely familiar, but it's a therapeutic sort of relatability, and the game succeeds in balancing its depressing dystopian setting with wit that's authentically amusing without feeling out of place. An important idea is the quick commencement of decline that seems to take place in the wake of any major corporate acquisition. Workers from each party of this installment's major acquisition find their existence worsen therefore, while the executives in control of the food chain are, naturally, accumulating profits quickly.
Hey, at least I know where I stand.
Just like the first game, this follow-up is intrinsically comedic, but it also doesn't shy away to become dramatic. At one point, while wandering around the release's primary accessible planet, I came upon a body with a recording in the vicinity. The audio log disclosed that this individual (connected to the brainwashing religious faction) had perished in an incident during efforts to track down and dispatch her lover. This loved one had seemingly abandoned from their faction, and the deceased character was incensed at her significant other's {traitorous