🔗 Share this article The Outer Worlds Sequel Still Evoke Laughter, Amidst Challenges During my first encounter with the initial Outer Worlds game, I was immediately drawn by its irreverent, Fallout-esque brand of humor. The game included engaging exchanges, character diaries, and promotional posters that depicted a corporate dystopia that was at once grim and entertaining. My primary concern heading into The Outer Worlds 2 was that this version – through no fault on its part – could fail to be as funny like the original. Admittedly, conditions weren't ideal. But the world definitely felt a bit less broken at that time. The Outer Worlds showed a bleak future that didn't strike overly familiar, and still managed to be both touching and comical. I commenced The Outer Worlds 2 rather certain that this release couldn't succeed to pull this off again, but I'm happy to state that I was mistaken. This sequel is equally chuckle-inducing as the game that came before it, and also introduces new themes instead of simply reusing identical material similar to a tired company slogan. Changing NPCs A large portion of the NPCs gamers met in the initial release had been defeated by the deeds of corporate entities like the fictional company, and were acutely conscious of how much their situation was terrible. This installment takes things in a different direction, featuring characters who are brainwashed (occasionally metaphorically, often literally). A lot of these characters aren't conscious of how profoundly messed up their situations are, or that there could be choices to a lifetime passed beneath the control of a huge company or limited by the creeds of a high-demand religion. The sequel investigates methods of business domination that are more insidious than merely maintaining the people destitute. Numerous characters have been indoctrinated into the sort of excessively zealous "hustle mentality" discourse you might encounter on digital platforms that claim to disclose the key to success should you purchase for an overpriced workshop, or put money into a questionable digital currency plan. Even the game's company advertising has evolved. Contemporary Issues There are still numerous discouraging displays throughout facilities indicating reductions in pay from workers who so much as think about requesting leave, but furthermore exist mentions of network marketing methods, including a new hire handbook that proudly declares, "Unfamiliar individuals are simply patrons you haven't met yet!" As someone who was raised in a multi-level marketing family, I instantly erupted laughing when I saw this reference, because it's a refrain I have frequently encountered stated precisely by people at the base of those structures. Luckily, this follow-up is equally humorous and irreverent as the initial release. The Outer Worlds 2 furthermore explores the dilemma numerous people find ourselves in concerning employment, politics, and even personal purchases: Needing to pick the reduced of two or three evils. While attempting to decide whether to assist a risky company or a concerning cult within the title, I discovered I was siding with the devil I know: A familiar corporate entity that is terrible (but only uses advertising to program its members), rather than the cult, which also sucks, but uses a horrible approach named "mental refreshment" to keep its adherents compliant. Questionable Employers Even the people you work for could fail to be trustworthy. Playing as an galactic official, you're tasked with attempting to restore stability to this outpost after an aggressive business acquisition, and you rapidly learn that the two the aggressors and the defenders adhere to differing (though equally awful) beliefs. However, a rapid examination of the messages on your spacecraft's system demonstrate that the Earth Directorate is hardly the galaxy's most moral employer as well, as evidenced by a reply to a distress call that notifies the contact it will take "three to five corporate years" for a reply to their transmission. (That time frame is approximately the time it takes for me to reach a human customer service agent over the phone currently.) Familiar Situations Many moments in this installment are extremely familiar, but it's a cathartic type of familiarity, and this title manages to balance its bleak societal vision with wit that's authentically amusing without feeling incongruous. A primary concept is the quick commencement of deterioration that seems to take place after any major corporate acquisition. Employees on both sides of The Outer Worlds 2's major acquisition see their quality of life decrease consequently, while the CEOs in control of the food chain are, expectedly, collecting profits rapidly. Well, at minimum I recognize my situation. Comparable to the original title, this sequel is naturally humorous, but furthermore isn't afraid to turn solemn. During a moment, while exploring around the title's initial discoverable location, I stumbled across a deceased individual with an audio log close by. The audio log showed that this character (connected to the programming faith group) had been killed in an event while trying to locate and dispatch her romantic partner. This romantic partner had reportedly deserted from their group, and the deceased character was enraged by her partner's {traitorous