The Outer Worlds Sequel Continues to Be Funny, Against All Odds

When I first experience with the original Outer Worlds, I was immediately drawn by its sarcastic, Fallout-inspired type of wit. The game boasted engaging exchanges, individual logs, and propaganda materials that portrayed a company-run society that was at once grim and amusing. My main fear starting The Outer Worlds 2 was that this entry – through no fault from itself – might not be as funny like the original.

Admittedly, situations weren't flawless. However, life certainly seemed slightly less fractured at that time. This universe showed a bleak future that didn't feel overly familiar, and yet accomplished to be simultaneously emotional and hilarious. I began The Outer Worlds 2 feeling quite confident that this installment couldn't succeed to accomplish this again, but I'm pleased to report that I was mistaken. The Outer Worlds 2 is just as smile-generating as the release that preceded it, and also introduces original ideas as opposed to simply reusing the same content like an overused corporate jingle.

Evolving Characters

The majority of the NPCs gamers met in the initial release had been defeated by the activities of business corporations including the fictional company, and were painfully aware of the extent to which their lives sucked. This installment moves events in a distinct route, including personalities who are indoctrinated (occasionally metaphorically, often literally). Numerous characters aren't even aware of how profoundly messed up their conditions are, or that there may exist choices to an existence spent under the domination of a massive corporation or bound by the beliefs of a demanding cult.

This second installment explores types of business domination that are more subtle than only making the masses poor. Numerous characters have been indoctrinated into the sort of overly enthusiastic "work ethic" language you can discover on social media accounts that claim to disclose the key to success should you purchase a costly program, or participate in a dubious blockchain project. Furthermore, the release's business promotion has developed.

Current Topics

There are still numerous demotivating signs in various locations threatening to dock pay from workers who so much as contemplate taking a day off, but additionally there are mentions of multi-level marketing methods, including an employee manual that confidently announces, "Strangers are just clients you have yet to encounter!" Being a person who developed within a network marketing environment, I promptly exploded laughing upon viewing this mention, because it's a phrase I have often heard stated precisely by people at the base of these systems.

Thankfully, this follow-up is equally humorous and irreverent as the first game.

This sequel furthermore explores the dilemma many of us encounter when it comes to occupation, government, and even personal purchases: Having to select the lesser of two or three evils. While attempting to decide whether to assist a risky company or a dangerous religious group in the game, I found myself siding with the familiar evil: A familiar business organization that is awful (yet merely employs promotion to indoctrinate its followers), instead of the cult, which is equally bad, but employs a terrible method called "mental refreshment" to maintain its followers compliant.

Doubtful Authorities

Additionally, the individuals you work for may not be reliable. Playing as an galactic official, you're tasked with working to return order to this outpost following a forceful company buyout, and you will quickly find that both the attackers and the invadees subscribe to differing (yet equally horrific) ideologies. But a quick examination of the transmissions on your vessel's computer reveal that the Earth Directorate isn't precisely the world's most ethical organization either, as shown by a reply to a help request that notifies the contact it will take "three to five corporate years" for a reply to their message. (This duration is roughly the duration it takes for many people to get a hold of a non-robot help desk employee through calling nowadays.)

Recognizable Scenarios

Numerous instances 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 humor that's genuinely funny yet not seeming out of place. One major theme is the near-instant onset of enshittification that appears to occur after large company takeovers. Workers from each party of this installment's significant consolidation experience their living standards decrease as a result, while the CEOs at the top of the hierarchy are, expectedly, accumulating the cash quickly.

Hey, at least I recognize my position.

Just like the original title, this follow-up is inherently funny, but furthermore isn't afraid to become dramatic. At a certain time, while exploring around the release's primary discoverable location, I stumbled across a body with a recording nearby. This recording disclosed that this individual (connected to the programming faith group) had perished in an incident while attempting to hunt down and dispatch her lover. This partner had reportedly deserted from their group, and the deceased character was enraged by her lover's {traitorous

David Ferguson
David Ferguson

Maya is a digital strategist with over a decade of experience in SEO and content marketing, helping brands achieve measurable growth.