The Outer Worlds 2 Manages to Be Funny, Despite Everything
Upon my initial experience with the original Outer Worlds, I was quickly hooked by its irreverent, Fallout-esque style of comedy. This release featured dynamic dialogues, character diaries, and advertising displays that illustrated a corporate dystopia that was both grim and amusing. My biggest worry approaching the follow-up was that this version – not due to on its part – might not be as humorous as its predecessor.
Certainly, things weren't perfect. However, life definitely felt a bit less broken back then. This game depicted a grim society that didn't hit too close to home, and nonetheless succeeded to be both heartwarming and hilarious. I started The Outer Worlds 2 pretty sure that this release wouldn't be able to pull this off once more, but I'm pleased to announce that I was mistaken. This follow-up is just as laughter-provoking as the game that preceded it, and furthermore presents new themes rather than just recycling identical material comparable to an tired company slogan.
Evolving Characters
A large portion of the game characters gamers met in the original game had been defeated by the deeds of corporate entities such as Spacer's Choice, and were acutely conscious of the degree that their lives sucked. This installment takes things in an alternative path, featuring characters who are indoctrinated (occasionally metaphorically, regularly truly). Many of these characters aren't even aware of how deeply disordered their circumstances are, or that there could be choices to a lifetime passed under the domination of a massive corporation or bound by the creeds of a demanding cult.
This follow-up examines forms of business domination that are more deceptive than only making the masses poor. Various personalities have been brainwashed into the sort of extremely eager "hustle mentality" rhetoric you can discover on social media accounts that vow to show the key to success when you buy a costly program, or invest in a questionable digital currency plan. Additionally, the title's corporate propaganda has evolved.
Current Topics
There continue to be plenty of unmotivational posters in various locations threatening to dock employee wages who dare to think about requesting leave, but additionally there are references to multi-level marketing strategies, such as an employee manual that confidently announces, "Unfamiliar individuals are simply patrons you haven't met yet!" As someone who grew up in a direct sales family, I instantly erupted laughing when I saw this allusion, because it's a refrain I have regularly listened to spoken verbatim by people at the base of those structures.
Luckily, The Outer Worlds 2 is equally humorous and satirical as the first game.
The Outer Worlds 2 also examines the situation various individuals find ourselves in regarding employment, politics, and even consumer choices: Having to choose the lesser of multiple bad options. While attempting to decide whether to back a harmful business or a problematic faith organization throughout the experience, I discovered I was supporting the known negative: A familiar company structure that is terrible (though just utilizes promotion to program its members), instead of the cult, which is equally bad, but uses a horrible approach named "mental refreshment" to maintain its followers compliant.
Unreliable Masters
Additionally, the individuals you represent may not be trustworthy. As an space operative, your assignment includes working to return stability to the Arcadia colony subsequent to a forceful company buyout, and you rapidly learn that the two the aggressors and the residents follow distinct (but similarly terrible) doctrines. However, a rapid examination of the transmissions on your vessel's computer demonstrate that this agency isn't exactly the galaxy's most moral authority too, as evidenced by a reply to an emergency signal that informs the caller it will take "3-5 corporate years" for an answer to their communication. (That time frame is roughly the duration it takes for numerous individuals to get a hold of a non-robot help desk employee via telephone these days.)
Relatable Moments
Numerous instances in this sequel are extremely familiar, but it's a cathartic kind of recognition, and the game achieves equilibrium between its bleak societal vision with wit that's truly humorous yet not seeming incongruous. A primary concept is the rapid beginning of deterioration that appears to occur after any major corporate acquisition. Staff members from all factions of this sequel's big merger see their quality of life worsen consequently, while the CEOs at the top of the food chain are, of course, accumulating the cash quickly.
Okay, at the very least I understand my position.
Similar to the initial release, The Outer Worlds 2 is inherently funny, but additionally doesn't shy away to turn solemn. At one point, while wandering around the release's primary discoverable location, I stumbled across a body with an audio log close by. This message disclosed that this NPC (who was aligned with the brainwashing religious faction) had died in an accident while attempting to track down and eliminate her significant other. This loved one had reportedly deserted from their group, and the deceased character was angry about her significant other's {traitorous