The Outer Worlds Sequel Manages to Be Funny, Despite Everything

Upon my initial experience with the original Outer Worlds title, I was quickly hooked by its irreverent, Fallout-like brand of humor. This title included lively conversations, character diaries, and promotional posters that illustrated a business-controlled nightmare that was both bleak and humorous. My main fear starting the follow-up was that this entry – not due to from itself – might not be as humorous like the original.

Certainly, things weren't perfect. Yet society definitely felt a bit less broken in those days. This game presented a dystopia that didn't strike extremely relatable, and yet accomplished to be simultaneously emotional and comical. I started the sequel feeling quite confident that this installment wouldn't manage to achieve this once more, but I'm pleased to state that I was mistaken. This follow-up is equally smile-generating as the release that preceded it, and additionally brings fresh concepts instead of simply reusing similar elements like an overused corporate jingle.

Evolving Characters

The majority of the non-player characters gamers met in the first title had been worn out by the deeds of business corporations like the fictional company, and were acutely conscious of the degree that their existence was miserable. The Outer Worlds 2 progresses matters in a distinct route, including personalities who are indoctrinated (occasionally metaphorically, frequently actually). A lot of these personalities aren't even aware of how extremely messed up their conditions are, or that there could be choices to a lifetime passed under the domination of a large business or bound by the doctrines of a high-demand religion.

This follow-up explores types 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" language you might encounter on social media accounts that promise to reveal the secret of achievement should you purchase an expensive course, or invest in a sketchy crypto scheme. Even the game's company advertising has developed.

Modern Themes

There are still plenty of unmotivational posters on the walls indicating reductions in staff compensation who so much as think about taking a day off, but additionally there are mentions of pyramid scheme strategies, including a staff guide that proudly declares, "Strangers are just customers YOU still need to meet!" As an individual who grew up in a direct sales household, I immediately burst out with laughter upon viewing this reference, because it's a saying I have regularly listened to spoken verbatim by individuals in lower positions of such schemes.

Fortunately, this follow-up is just as funny and sarcastic as the first game.

This installment additionally investigates the predicament various individuals encounter regarding work, government, and including buying decisions: Having to pick the smaller of multiple bad options. During efforts to determine if to assist a risky company or a concerning cult throughout the experience, I discovered I was siding with the known negative: A familiar company structure that is terrible (yet merely employs advertising to indoctrinate its followers), instead of the cult, which is equally bad, but uses an awful technique named "cognitive reset" to control its members obedient.

Questionable Employers

Even the people you represent might not be reliable. Playing as an space operative, you're tasked with trying to reestablish stability to this outpost after a forceful company buyout, and you rapidly learn that each of the attackers and the residents subscribe to differing (but similarly terrible) beliefs. However, a rapid inspection of the messages on your ship's terminal demonstrate that the Earth Directorate isn't exactly the world's most ethical authority either, as demonstrated by a reply to an emergency signal that notifies the contact it will take "3-5 corporate years" for an answer to their communication. (This duration is approximately the time it takes for numerous individuals to reach a real help desk employee over the phone nowadays.)

Relatable Moments

Numerous instances in this installment are highly recognizable, but it's a cathartic sort of relatability, and this title achieves equilibrium between its grim future world with comedy that's authentically amusing while avoiding inappropriate. An important idea is the rapid beginning of decline that appears to occur after any major corporate acquisition. Staff members from all factions of this sequel's big merger experience their living standards decrease consequently, while the executives in control of the hierarchy are, of course, collecting the cash quickly.

Well, at minimum I know my position.

Similar to the original title, this sequel is intrinsically comedic, but additionally isn't afraid to turn solemn. At one point, while exploring around the release's primary explorable world, I discovered a body with an audio log in the vicinity. This message showed that this individual (who was aligned with the indoctrinating cult) had perished in an incident while attempting to track down and eliminate her lover. This loved one had apparently defected from their group, and the deceased character was enraged by her partner's {traitorous

Anthony Beck
Anthony Beck

A seasoned Las Vegas travel writer and casino enthusiast with over a decade of experience exploring the Strip.