The Outer Worlds Sequel Continues to Deliver Humor, Against All Odds

Upon my initial playthrough of the original Outer Worlds game, I was immediately drawn by its irreverent, Fallout-like style of comedy. This title featured lively conversations, individual logs, and propaganda materials that depicted a business-controlled nightmare that was both grim and humorous. My primary concern heading into The Outer Worlds 2 was that this installment – without blame from itself – could fail to be as comedic compared to the first.

Admittedly, things weren't perfect. However, life undoubtedly appeared a bit less broken at that time. The Outer Worlds showed a bleak future that didn't hit extremely relatable, and nonetheless succeeded to be both emotional and uproarious. I commenced The Outer Worlds 2 rather certain that the sequel couldn't succeed to accomplish this again, but I'm happy to announce that I was incorrect. This follow-up is as smile-generating as the release that came before it, and additionally brings original ideas as opposed to merely repeating identical material similar to a tired company slogan.

Evolving Characters

Most of the non-player characters players encountered in the first title had been worn out by the activities of company organizations including the in-game corporation, and were fully cognizant of how much their situation was terrible. This sequel takes things in an alternative path, featuring characters who are indoctrinated (occasionally metaphorically, often literally). A lot of these NPCs aren't conscious of how extremely disordered their situations are, or that there could be options to a lifetime passed under the domination of a huge company or restricted by the beliefs of a high-demand religion.

This second installment explores types of business domination that are more insidious than simply keeping the people destitute. Numerous characters have been brainwashed into the sort of extremely eager "grindset mindset" language you can discover on digital platforms that vow to show the path to accomplishment should you purchase for an overpriced workshop, or invest in a questionable digital currency plan. Additionally, the title's business promotion has evolved.

Current Topics

There continue to be numerous discouraging displays throughout facilities threatening to dock employee wages who even consider taking a day off, but furthermore exist allusions to pyramid scheme methods, including a new hire handbook that proudly declares, "Unfamiliar individuals are simply clients you haven't met yet!" Being a person who was raised in a direct sales family, I instantly erupted with laughter upon viewing this mention, because it's a saying I have regularly listened to stated precisely by people at the base of those structures.

Fortunately, this follow-up is just as funny and sarcastic as the initial release.

The Outer Worlds 2 also examines the predicament numerous people find ourselves in when it comes to occupation, government, and even consumer choices: Needing to choose the smaller of two or three evils. When trying to determine if to support a dangerous corporate entity or a concerning cult within the title, I realized I became supporting the familiar evil: An established business organization that is awful (yet merely employs propaganda to indoctrinate its followers), instead of the cult, which is equally bad, but utilizes a terrible method termed "cognitive reset" to maintain its followers in line.

Questionable Employers

Furthermore, the characters you work for might not be dependable. In the role of an galactic official, your assignment includes working to return stability to the Arcadia colony after a hostile corporate takeover, and you'll soon discover that each of the aggressors and the invadees subscribe to differing (but similarly terrible) ideologies. Yet a speedy examination of the messages on your ship's terminal demonstrate that this agency isn't exactly the world's most ethical employer either, as shown by a response to a help request that notifies the contact it will take "three to five business years" for a reply to their transmission. (This duration is about how long it takes for me to contact a human customer service agent via telephone these days.)

Familiar Situations

Numerous instances in this installment are painfully relatable, but it's a therapeutic sort of relatability, and this release achieves equilibrium between its bleak societal vision with humor that's truly humorous without feeling out of place. A primary concept is the near-instant onset of enshittification that seems to take place after any major corporate acquisition. Workers from each party of this sequel's significant consolidation experience their living standards decline consequently, while the executives in control of the hierarchy are, expectedly, accumulating profits quickly.

Okay, at the very least I know where I stand.

Just like the initial release, The Outer Worlds 2 is naturally humorous, but it also doesn't shy away to get serious. At one point, while traveling around the release's primary accessible planet, I discovered a deceased individual with a recording in the vicinity. This recording disclosed that this character (associated with the brainwashing religious faction) had been killed in an event while attempting to hunt down and dispatch her significant other. This loved one had reportedly deserted from their faction, and the perished individual was incensed at her partner's {traitorous

Judy Clark
Judy Clark

A philosopher and statistician who writes about the intersection of luck, probability, and human experience, with a background in behavioral science.