The Outer Worlds 2 Still Evoke Laughter, Amidst Challenges

During my first encounter with the first Outer Worlds, I was instantly captivated by its irreverent, Fallout-esque brand of humor. The game featured lively conversations, personal journals, and propaganda materials that depicted a corporate dystopia that was at once grim and humorous. My primary concern approaching The Outer Worlds 2 was that this version – not due to from itself – might not be as funny as its predecessor.

Sure, situations weren't flawless. Yet society undoubtedly appeared somewhat less damaged back then. This universe showed a bleak future that didn't hit overly familiar, and yet accomplished to be simultaneously heartwarming and comical. I started The Outer Worlds 2 feeling quite confident that the sequel wouldn't manage to achieve this a second time, but I'm pleased to report that I was wrong. The Outer Worlds 2 is just as chuckle-inducing as the game that preceded it, and furthermore presents new themes rather than simply reusing the same content like an overused corporate jingle.

Evolving Characters

A large portion of the game characters users found in the initial release had been worn out by the deeds of company organizations including the in-game corporation, and were acutely conscious of how much their situation was terrible. This installment progresses matters in a different direction, featuring characters who are brainwashed (sometimes figuratively, frequently actually). A lot of these personalities don't even realize of how profoundly screwed up their circumstances are, or that there could be options to a lifetime passed under the domination of a huge company or restricted by the creeds of a demanding cult.

The sequel explores types of corporate control that are more deceptive than only making the people destitute. Many NPCs have been programmed with the type of extremely eager "hustle mentality" rhetoric you'll find on online profiles that claim to disclose the key to success when you buy an expensive course, or participate in a questionable digital currency plan. Furthermore, the release's company advertising has developed.

Current Topics

There continue to be plenty of demotivating signs in various locations indicating reductions in pay from workers who even consider requesting leave, but furthermore exist allusions to pyramid scheme tactics, featuring a new hire handbook that boldly states, "Unknown people are merely patrons you have yet to encounter!" As someone who was raised in a direct sales household, I immediately burst out with laughter when encountering this reference, because it's a saying I have frequently encountered stated precisely by individuals in lower positions of these systems.

Luckily, this follow-up is just as funny and satirical as the initial release.

The Outer Worlds 2 also examines the dilemma many of us find ourselves in when it comes to employment, government, and even personal purchases: Having to select the lesser of multiple bad options. When trying to decide whether to back a risky company or a problematic faith organization in the game, I found myself supporting the known negative: An established corporate entity that sucks (yet merely employs advertising to brainwash its subjects), rather than the cult, which is similarly terrible, but uses a horrible approach called "psychological renewal" to maintain its followers compliant.

Doubtful Authorities

Even the people you work for may not be dependable. As an galactic official, your mission involves working to return control to the Arcadia colony following a hostile corporate takeover, and you'll soon discover that both the aggressors and the defenders follow differing (yet equally horrific) ideologies. However, a rapid examination of the communications on your vessel's computer demonstrate that this organization isn't exactly the universe's most principled authority either, as shown by a response to an emergency signal that informs the caller it will take "three to five corporate years" for an answer to their transmission. (That time frame is roughly the duration it takes for me to contact a non-robot help desk employee over the phone currently.)

Relatable Moments

Numerous instances in this installment are painfully relatable, but it's a therapeutic kind of recognition, and this title achieves equilibrium between its depressing dystopian setting with wit that's truly humorous while avoiding inappropriate. A primary concept is the rapid beginning of deterioration that seems to take place in the wake of large company takeovers. Employees on both sides of this installment's big merger find their existence worsen as a result, while the executives in charge of the hierarchy are, expectedly, collecting the cash hand over fist.

Well, at minimum I understand my position.

Comparable to the first game, this follow-up is inherently funny, but additionally doesn't hesitate to become dramatic. At a certain time, while wandering around the title's initial accessible planet, I stumbled across a corpse with a recording nearby. The audio log disclosed that this NPC (connected to the programming faith group) had been killed in an event while attempting to locate and kill her significant other. This romantic partner had reportedly deserted from their group, and the deceased character was incensed at her significant other's {traitorous

Cory Schwartz
Cory Schwartz

A software engineer and tech writer passionate about emerging technologies and digital transformation.