The Outer Worlds Sequel Still Deliver Humor, Despite Everything

Upon my initial experience with the initial Outer Worlds, I was instantly captivated by its satirical, Fallout-like type of wit. The game featured dynamic dialogues, individual logs, and propaganda materials that depicted a company-run society that was at once bleak and humorous. My main fear starting the sequel was that this version – through no fault on its part – might not be as humorous compared to the first.

Certainly, situations weren't flawless. Yet society certainly seemed somewhat less damaged back then. This game presented a dystopia that didn't feel overly familiar, and nonetheless succeeded to be at once heartwarming and comical. I began The Outer Worlds 2 feeling quite confident that the sequel wouldn't be able to pull this off a second time, but I'm delighted to announce that I was incorrect. This follow-up is just as smile-generating as the release that came before it, and also introduces fresh concepts as opposed to merely repeating identical material comparable to an tired company slogan.

Developing Personalities

A large portion of the game characters gamers met in the initial release had been beaten down by the actions of corporate entities such as the in-game corporation, and were acutely conscious of how much their lives sucked. This sequel progresses matters in a distinct route, featuring characters who are programmed (periodically symbolically, regularly truly). Numerous personalities aren't conscious of how deeply disordered their conditions are, or that there may exist alternatives to a lifetime passed under the domination of a massive corporation or restricted by the doctrines of a demanding cult.

This second installment explores types of business domination that are more subtle than simply keeping the people destitute. Various personalities have been brainwashed into the type of extremely eager "grindset mindset" rhetoric you can discover on social media accounts that claim to disclose the key to success should you purchase an expensive course, or put money into a sketchy crypto scheme. Furthermore, the release's company advertising has progressed.

Modern Themes

There remain many discouraging displays in various locations threatening to dock pay from workers who even consider requesting leave, but additionally there are allusions to network marketing methods, such as a staff guide that confidently announces, "Unknown people are merely customers YOU haven't met yet!" As someone who grew up in a network marketing family, I promptly exploded in amusement when I saw this mention, because it's a saying I have frequently encountered stated precisely by those at the bottom of those structures.

Thankfully, The Outer Worlds 2 is just as funny and satirical as the original title.

This installment also examines the dilemma numerous people find ourselves in when it comes to occupation, politics, and including buying decisions: Being forced to choose the smaller of two or three evils. During efforts to determine if to back a harmful business or a dangerous religious group within the title, I discovered I was siding with the devil I know: An established corporate entity that is terrible (but only uses advertising to brainwash its subjects), rather than the cult, which also sucks, but employs a horrible approach named "mental refreshment" to keep its adherents compliant.

Unreliable Masters

Additionally, the individuals you serve might not be dependable. As an space operative, your assignment includes working to return order to this settlement subsequent to a hostile corporate takeover, and you will quickly find that both the invaders and the invadees adhere to separate (yet equally horrific) doctrines. Yet a speedy examination of the communications on your spacecraft's system show that this agency is hardly the universe's most principled employer as well, as evidenced by a reply to a distress call that notifies the contact it will take "three to five business years" for an answer to their message. (This duration is roughly the duration it takes for me to reach a non-robot help desk employee over the phone these days.)

Relatable Moments

Many moments in this sequel are painfully relatable, but it's a therapeutic sort of relatability, and the game achieves equilibrium between its depressing dystopian setting with humor that's authentically amusing while avoiding inappropriate. One major theme is the near-instant onset of decline that seems to take place after large company takeovers. Staff members from all factions of this sequel's significant consolidation find their existence decrease as a result, while the leaders in charge of the hierarchy are, naturally, raking in money hand over fist.

Well, at minimum I know my situation.

Comparable to the original title, this sequel is naturally humorous, but additionally doesn't shy away to turn solemn. During a moment, while wandering around the release's primary discoverable location, I came upon a corpse with a recording nearby. This recording disclosed that this NPC (connected to the programming faith group) had been killed in an event during efforts to track down and eliminate her significant other. This romantic partner had reportedly deserted from their organization, and the perished individual was incensed at her partner's {traitorous

Sarah Kidd
Sarah Kidd

Elara Vance is a tech journalist with over a decade of experience covering AI, cybersecurity, and emerging technologies across Europe.

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