The Outer Worlds Sequel Still Evoke Laughter, Despite Everything

When I first experience with the initial Outer Worlds, I was instantly captivated by its irreverent, Fallout-esque style of comedy. The game boasted engaging exchanges, individual logs, and advertising displays that illustrated a business-controlled nightmare that was both grim and humorous. My biggest worry approaching the sequel was that this version – without blame from itself – might not be as comedic as its predecessor.

Sure, things weren't perfect. However, life certainly seemed a bit less broken at that time. The Outer Worlds presented a dystopia that didn't hit overly familiar, and yet accomplished to be at once touching and hilarious. I started the sequel feeling quite confident that this installment wouldn't manage to pull this off once more, but I'm delighted to announce that I was wrong. This sequel is equally chuckle-inducing as the title that preceded it, and additionally brings new themes rather than simply reusing similar elements similar to a overused corporate jingle.

Changing NPCs

A large portion of the game characters users found in the original game had been worn out by the deeds of business corporations such as the fictional company, and were painfully aware of the degree that their lives sucked. This sequel moves events in a different direction, presenting individuals who are indoctrinated (periodically symbolically, frequently actually). Many of these characters aren't even aware of how profoundly messed up their conditions are, or that there may exist choices to a life lived under the domination of a large business or restricted by the doctrines of a high-demand religion.

This second installment investigates methods of company influence that are more insidious than only making the masses poor. Many NPCs have been brainwashed into the kind of extremely eager "hustle mentality" language you'll find on digital platforms that claim to disclose the key to success if you pay an expensive course, or participate in a questionable digital currency plan. Furthermore, the release's company advertising has developed.

Contemporary Issues

There continue to be numerous discouraging displays on the walls indicating reductions in staff compensation who so much as contemplate requesting leave, but furthermore exist mentions of network marketing tactics, such as a staff guide that proudly declares, "Unfamiliar individuals are simply customers YOU haven't met yet!" As an individual who grew up in a network marketing household, I promptly exploded with laughter when encountering this mention, because it's a saying I have frequently encountered spoken verbatim by those at the bottom of those structures.

Luckily, The Outer Worlds 2 is just as funny and irreverent as the original title.

The Outer Worlds 2 furthermore explores the predicament many of us find ourselves in regarding work, government, and even consumer choices: Being forced to pick the smaller of two or three evils. When trying to determine if to support a risky company or a dangerous religious group within the title, I discovered I was siding with the familiar evil: A recognized company structure that is terrible (though just utilizes promotion to brainwash its subjects), instead of the faith organization, which also sucks, but employs a terrible method termed "psychological renewal" to keep its adherents in line.

Doubtful Authorities

Furthermore, the characters you represent could fail to be trustworthy. In the role of an galactic official, your assignment includes working to return order to this outpost after a hostile corporate takeover, and you'll soon discover that both the aggressors and the defenders adhere to separate (but similarly terrible) beliefs. However, a rapid inspection of the messages on your ship's terminal show that this organization isn't exactly the universe's most principled authority as well, as demonstrated by an answer to a distress call that notifies the contact it will take "three to five business years" for an answer to their message. (This period is approximately the time it takes for me to reach a real help desk employee via telephone nowadays.)

Familiar Situations

Various situations in this installment are extremely familiar, but it's a therapeutic kind of recognition, and the game achieves equilibrium between its depressing dystopian setting with humor that's authentically amusing yet not seeming incongruous. One major theme is the near-instant onset of enshittification that happens to unfold in the wake of significant business mergers. Employees on both sides of this installment's significant consolidation see their quality of life decline consequently, while the CEOs at the top of the hierarchy are, expectedly, raking in money rapidly.

Okay, at the very least I understand where I stand.

Just like the original title, this follow-up is intrinsically comedic, but it also doesn't shy away to turn solemn. At one point, while wandering around the game's first discoverable location, I stumbled across a corpse with an audio log in the vicinity. This recording disclosed that this NPC (who was aligned with the brainwashing religious faction) had been killed in an event during efforts to track down and dispatch her romantic partner. This loved one had seemingly abandoned from their faction, and the now-dead NPC was angry about her lover's {traitorous

Stephanie Perez
Stephanie Perez

A seasoned gaming journalist with over a decade of experience covering casino trends and strategies.