Outer Worlds 2 Manages to Deliver Humor, Against All Odds

During my first encounter with the first Outer Worlds title, I was immediately drawn by its satirical, Fallout-inspired brand of humor. This title included dynamic dialogues, personal journals, and advertising displays that depicted a company-run society that was at once grim and entertaining. My biggest worry heading into the follow-up was that this entry – not due to from itself – wouldn't be as humorous as its predecessor.

Admittedly, situations weren't flawless. Yet society certainly seemed slightly less fractured at that time. The Outer Worlds depicted a grim society that didn't hit overly familiar, and still managed to be at once emotional and hilarious. I started The Outer Worlds 2 feeling quite confident that the sequel wouldn't be able to accomplish this once more, but I'm delighted to state that I was incorrect. This sequel is just as chuckle-inducing as the title that came before it, and also introduces fresh concepts as opposed to merely repeating the same content similar to a tired company slogan.

Changing NPCs

A large portion of the NPCs users found in the initial release had been defeated by the deeds of corporate entities such as Spacer's Choice, and were fully cognizant of the extent to which their lives sucked. The Outer Worlds 2 takes things in a different direction, featuring characters who are programmed (periodically symbolically, frequently actually). A lot of these NPCs don't even realize of how profoundly screwed up their conditions are, or that there might be options to a life lived under the boot of a large business or restricted by the doctrines of a demanding cult.

This second installment investigates methods of business domination that are more subtle than merely maintaining the masses poor. Various personalities have been brainwashed into the kind of extremely eager "work ethic" rhetoric you'll find on social media accounts that claim to disclose the path to accomplishment should you purchase for an overpriced workshop, or participate in a questionable digital currency plan. Even the game's company advertising has developed.

Contemporary Issues

There continue to be plenty of discouraging displays in various locations warning about deducting employee wages who so much as contemplate having a break, but additionally there are references to pyramid scheme tactics, including a staff guide that proudly declares, "Unfamiliar individuals are simply clients you have yet to encounter!" As an individual who was raised in a multi-level marketing environment, I instantly erupted with laughter when encountering this mention, because it's a saying I have frequently encountered stated precisely by those at the bottom of such schemes.

Thankfully, this follow-up is equally humorous and satirical as the original title.

The Outer Worlds 2 additionally investigates the situation various individuals find ourselves in concerning occupation, politics, and even consumer choices: Needing to choose the smaller of multiple bad options. During efforts to determine if to assist a harmful business or a problematic faith organization within the title, I discovered I was supporting the known negative: A familiar company structure that is awful (but only uses propaganda to brainwash its subjects), rather than the cult, which also sucks, but utilizes an awful technique called "psychological renewal" to maintain its followers obedient.

Doubtful Authorities

Furthermore, the characters you work for could fail to be reliable. Playing as an Earth Directorate agent, your assignment includes working to return control to the Arcadia colony following an aggressive business acquisition, and you rapidly learn that the two the aggressors and the defenders follow distinct (but similarly terrible) doctrines. But a quick inspection of the communications on your spacecraft's system show that the Earth Directorate is hardly the galaxy's most moral authority as well, as demonstrated by a response to a distress call that tells the sender it will take "3-5 corporate years" for a response to their message. (This period is roughly the duration it takes for me to get a hold of a real help desk employee through calling nowadays.)

Relatable Moments

Various situations in this sequel are highly recognizable, but it's a cleansing type of familiarity, and this release succeeds in balancing its grim future world with humor that's genuinely funny yet not seeming inappropriate. One major theme is the near-instant onset of enshittification that seems to take place in the wake of significant business mergers. Workers from each party of this installment's major acquisition see their quality of life decrease therefore, while the leaders in charge of the structure are, of course, raking in the cash quickly.

Hey, at least I know my position.

Similar to the first game, The Outer Worlds 2 is inherently funny, but furthermore doesn't shy away to turn solemn. During a moment, while traveling around the release's primary explorable world, I came upon a corpse with a recording close by. This recording disclosed that this character (associated with the indoctrinating cult) had died in an accident during efforts to track down and kill her significant other. This romantic partner had apparently defected from their organization, and the now-dead NPC was angry about her significant other's {traitorous

Christopher Peterson
Christopher Peterson

Astrophysicist and science communicator passionate about making space accessible through engaging stories and research.