Outer Worlds 2 Still Evoke Laughter, Despite Everything
Upon my initial encounter with the first Outer Worlds title, I was instantly captivated by its sarcastic, Fallout-like brand of humor. The game featured dynamic dialogues, personal journals, and advertising displays that depicted a company-run society that was simultaneously grim and entertaining. My biggest worry starting the sequel was that this entry – through no fault of its own – might not be as funny like the original.
Certainly, situations weren't flawless. However, life undoubtedly appeared somewhat less damaged back then. The Outer Worlds presented a dystopia that didn't strike overly familiar, and yet accomplished to be simultaneously emotional and uproarious. I started the sequel feeling quite confident that this release wouldn't be able to pull this off again, but I'm delighted to announce that I was mistaken. This sequel is just as chuckle-inducing as the game that came earlier, and furthermore presents new themes as opposed to simply reusing identical material like an tired company slogan.
Developing Personalities
The majority of the non-player characters gamers met in the first title had been defeated by the deeds 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 different direction, presenting individuals who are brainwashed (sometimes figuratively, regularly truly). Many of these characters aren't even aware of how extremely disordered their situations are, or that there could be choices to an existence spent under the domination of a massive corporation or bound by the creeds of a demanding cult.
This second installment explores types of business domination that are more insidious than merely maintaining the masses poor. Various personalities have been brainwashed into the sort of excessively zealous "grindset mindset" rhetoric you'll find on digital platforms that promise to reveal the secret of achievement if you pay an expensive course, or invest in a dubious blockchain project. Even the game's corporate propaganda has evolved.
Current Topics
There remain plenty of unmotivational posters throughout facilities threatening to dock staff compensation who so much as contemplate having a break, but furthermore exist allusions to pyramid scheme strategies, featuring an employee manual that confidently announces, "Unknown people are merely customers YOU have yet to encounter!" As someone who grew up in a network marketing family, I promptly exploded laughing upon viewing this reference, because it's a phrase I have often heard spoken verbatim by those at the bottom of those structures.
Luckily, this follow-up is as comedic and satirical as the original title.
This installment additionally investigates the predicament many of us encounter when it comes to occupation, government, and even personal purchases: Being forced to select the smaller of several poor choices. When trying to determine if to back a dangerous corporate entity or a problematic faith organization throughout the experience, I discovered I was siding with the familiar evil: A recognized corporate entity that is awful (yet merely employs promotion to brainwash its subjects), as opposed to the cult, which is equally bad, but utilizes an awful technique named "mental refreshment" to control its members obedient.
Doubtful Authorities
Furthermore, the characters you work for might not be dependable. As an space operative, you're tasked with working to return order to this settlement after an aggressive business acquisition, and you'll soon discover that both the aggressors and the defenders follow separate (but similarly terrible) doctrines. But a quick review of the messages on your spacecraft's system reveal that the Earth Directorate is hardly the world's most ethical authority either, as demonstrated by an answer to a distress call that notifies the contact it will take "3-5 business years" for a reply to their communication. (That time frame is approximately the time it takes for many people to get a hold of a real support representative through calling currently.)
Recognizable Scenarios
Various situations in this installment are extremely familiar, but it's a cathartic type of familiarity, and this title manages to balance its grim future world with wit that's authentically amusing yet not seeming incongruous. A primary concept is the rapid beginning of decline that seems to take place in the wake of large company takeovers. Staff members from all factions of this installment's big merger see their quality of life decrease consequently, while the executives in charge of the food chain are, naturally, raking in money hand over fist.
Hey, at least I understand my situation.
Similar to the initial release, this follow-up is inherently funny, but additionally doesn't shy away to get serious. During a moment, while wandering around the title's initial accessible planet, I stumbled across a deceased individual with a message in the vicinity. This message revealed that this NPC (associated with the indoctrinating cult) had died in an accident while trying to track down and kill her romantic partner. This loved one had seemingly abandoned from their group, and the now-dead NPC was incensed at her partner's {traitorous