The Outer Worlds Sequel Continues to Deliver Humor, Despite Everything

During my first playthrough of the first Outer Worlds game, I was immediately drawn by its sarcastic, Fallout-inspired style of comedy. The game included dynamic dialogues, individual logs, and propaganda materials that portrayed a company-run society that was at once dark and amusing. My primary concern heading into The Outer Worlds 2 was that this entry – through no fault on its part – could fail to be as funny as its predecessor.

Admittedly, situations weren't flawless. However, life certainly seemed slightly less fractured back then. This game depicted a grim society that didn't strike overly familiar, and yet accomplished to be at once touching and comical. I started the sequel rather certain that the sequel wouldn't manage to accomplish this a second time, but I'm happy to report that I was wrong. This follow-up is as smile-generating as the release that came earlier, and additionally brings fresh concepts as opposed to merely repeating similar elements comparable to an overused corporate jingle.

Evolving Characters

Most of the NPCs gamers met in the first title had been defeated by the deeds of corporate entities like the in-game corporation, and were fully cognizant of the degree that their situation was terrible. The Outer Worlds 2 progresses matters in a different direction, presenting individuals who are programmed (periodically symbolically, often literally). Many of these NPCs don't even realize of how deeply screwed up their conditions are, or that there could be options to a lifetime passed under the domination of a massive corporation or bound by the beliefs of an intense faith.

This second installment explores types of corporate control that are more insidious than simply keeping the people destitute. Various personalities have been indoctrinated into the kind of excessively zealous "hustle mentality" discourse you'll find on online profiles that vow to show the path to accomplishment should you purchase a costly program, or participate in a sketchy crypto scheme. Even the game's corporate propaganda has evolved.

Contemporary Issues

There continue to be numerous demotivating signs throughout facilities threatening to dock pay from workers who so much as think about having a break, but furthermore exist references to network marketing tactics, featuring a staff guide that boldly states, "Unfamiliar individuals are simply clients you haven't met yet!" As an individual who grew up in a multi-level marketing family, I promptly exploded with laughter when I saw this reference, because it's a refrain I have often heard repeated exactly by people at the base of these systems.

Luckily, this follow-up is just as funny and satirical as the original title.

This installment also examines the situation many of us experience regarding employment, government, and including buying decisions: Having to choose the smaller of several poor choices. During efforts to decide whether to back a dangerous corporate entity or a concerning cult throughout the experience, I found myself siding with the devil I know: A familiar company structure that sucks (yet merely employs promotion to program its members), instead of the faith organization, which is similarly terrible, but uses a horrible approach named "psychological renewal" to maintain its followers obedient.

Unreliable Masters

Even the people you serve could fail to be trustworthy. In the role of an galactic official, your assignment includes trying to reestablish stability to the Arcadia colony subsequent to an aggressive business acquisition, and you'll soon discover that each of the aggressors and the residents follow differing (yet equally horrific) ideologies. But a quick review of the communications on your ship's terminal demonstrate that this organization isn't exactly the universe's most principled employer as well, as demonstrated by a reply to an emergency signal that informs the caller it will take "3-5 organizational cycles" for an answer to their message. (That time frame is about how long it takes for me to reach a real customer service agent through calling these days.)

Relatable Moments

Many moments in this sequel are extremely familiar, but it's a cathartic type of familiarity, and this title succeeds in balancing its bleak societal vision with comedy that's truly humorous while avoiding out of place. One major theme is the near-instant onset of decline that appears to occur in the wake of significant business mergers. Employees on both sides of this installment's significant consolidation see their quality of life decrease as a result, while the leaders in control of the hierarchy are, of course, collecting money hand over fist.

Well, at minimum I recognize my situation.

Comparable to the original title, this follow-up is intrinsically comedic, but furthermore isn't afraid to turn solemn. At a certain time, while traveling around the title's initial discoverable location, I came upon a corpse with a recording close by. The audio log showed that this NPC (associated with the indoctrinating cult) had perished in an incident during efforts to track down and eliminate her lover. This partner had reportedly deserted from their group, and the perished individual was angry about her significant other's {traitorous

Brent Klein
Brent Klein

Digital strategist with over a decade of experience in helping startups scale through innovative marketing techniques.