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

During my first experience with the first Outer Worlds game, I was immediately drawn by its irreverent, Fallout-inspired brand of humor. The game included lively conversations, personal journals, and propaganda materials that depicted a company-run society that was simultaneously dark and entertaining. My main fear approaching the sequel was that this version – not due to of its own – wouldn't be as funny compared to the first.

Admittedly, conditions weren't ideal. However, life definitely felt a bit less broken back then. This universe depicted a grim society that didn't feel too close to home, and yet accomplished to be simultaneously touching and comical. I commenced the sequel rather certain that this installment wouldn't manage to accomplish this again, but I'm happy to announce that I was incorrect. This sequel is just as laughter-provoking as the game that preceded it, and additionally brings original ideas instead of simply reusing similar elements comparable to an overused corporate jingle.

Evolving Characters

The majority of the NPCs gamers met in the original game had been beaten down by the deeds of corporate entities such as the in-game corporation, and were painfully aware of the degree that their situation was terrible. This installment moves events in a different direction, presenting individuals who are programmed (periodically symbolically, frequently actually). Many of these characters aren't conscious of how extremely messed up their circumstances are, or that there may exist options to a lifetime passed beneath the control of a massive corporation or limited by the beliefs of an intense faith.

The sequel explores types of business domination that are more deceptive than simply keeping the population impoverished. Various personalities have been brainwashed into the type of excessively zealous "hustle mentality" discourse you might encounter on digital platforms that vow to show the secret of achievement should you purchase a costly program, or invest in a dubious blockchain project. Furthermore, the release's company advertising has developed.

Contemporary Issues

There continue to be many demotivating signs in various locations indicating reductions in employee wages who even consider taking a day off, but additionally there are references to network marketing methods, such as an employee manual that proudly declares, "Unfamiliar individuals are simply clients you still need to meet!" As someone who was raised in a multi-level marketing environment, I immediately burst out with laughter when I saw this allusion, because it's a refrain I have frequently encountered spoken verbatim by individuals in lower positions of such schemes.

Fortunately, The Outer Worlds 2 is just as funny and irreverent as the first game.

The Outer Worlds 2 furthermore explores the predicament many of us experience concerning work, politics, and even consumer choices: Being forced to pick the reduced of two or three evils. During efforts to choose whether to support a dangerous corporate entity or a problematic faith organization in the game, I realized I became siding with the familiar evil: A familiar business organization that is awful (though just utilizes promotion to brainwash its subjects), rather than the faith organization, which also sucks, but utilizes an awful technique named "cognitive reset" to maintain its followers obedient.

Questionable Employers

Even the people you serve could fail to be dependable. As an Earth Directorate agent, your mission involves working to return order to the Arcadia colony following a hostile corporate takeover, and you'll soon discover that each of the invaders and the residents follow differing (yet equally horrific) doctrines. However, a rapid examination of the transmissions on your spacecraft's system reveal that the Earth Directorate isn't precisely the world's most ethical organization as well, as shown by a response to a help request that notifies the contact it will take "several organizational cycles" for a response to their transmission. (This duration is about how long it takes for many people to reach a non-robot support representative over the phone currently.)

Familiar Situations

Many moments in The Outer Worlds 2 are painfully relatable, but it's a cathartic type of familiarity, and this title achieves equilibrium between its depressing dystopian setting with wit that's authentically amusing without feeling inappropriate. A primary concept is the quick commencement of decline that appears to occur following any major corporate acquisition. Workers from each party of The Outer Worlds 2's big merger see their quality of life worsen therefore, while the CEOs in charge of the hierarchy are, expectedly, raking in profits hand over fist.

Well, at minimum I recognize where I stand.

Comparable to the first game, this follow-up is naturally humorous, but it also isn't afraid to become dramatic. At a certain time, while wandering around the game's first explorable world, I came upon a body with an audio log nearby. This message showed that this individual (connected to the indoctrinating cult) had perished in an incident while attempting to locate and dispatch her lover. This romantic partner had apparently defected from their organization, and the perished individual was incensed at her lover's {traitorous

Drew Davis
Drew Davis

A seasoned lifestyle journalist with a passion for luxury brands and global culture, sharing insights from over a decade in the industry.