The Outer Worlds Sequel Continues to Be Funny, Despite Everything

During my first encounter with the first Outer Worlds game, I was immediately drawn by its satirical, Fallout-esque brand of humor. The game included dynamic dialogues, individual logs, and promotional posters that illustrated a corporate dystopia that was both bleak and amusing. My biggest worry approaching the sequel was that this version – through no fault on its part – wouldn't be as funny compared to the first.

Sure, conditions weren't ideal. But the world certainly seemed slightly less fractured at that time. The Outer Worlds showed a bleak future that didn't hit overly familiar, and nonetheless succeeded to be at once touching and uproarious. I commenced the follow-up rather certain that the sequel wouldn't be able to achieve this again, but I'm pleased to state that I was mistaken. This follow-up is just as chuckle-inducing as the game that came before it, and furthermore presents original ideas instead of simply reusing similar elements like an tired company slogan.

Changing NPCs

The majority of the game characters gamers met in the original game had been beaten down by the deeds of corporate entities such as Spacer's Choice, and were fully cognizant of the degree that their situation was terrible. The Outer Worlds 2 progresses matters in a different direction, presenting individuals who are programmed (occasionally metaphorically, often literally). A lot of these personalities aren't even aware of how extremely screwed up their circumstances are, or that there may exist options to a lifetime passed under the boot of a huge company or bound by the beliefs of an intense faith.

This second installment explores types of corporate control that are more deceptive than merely maintaining the masses poor. Numerous characters have been indoctrinated into the kind of overly enthusiastic "grindset mindset" language you might encounter on digital platforms that claim to disclose the secret of achievement if you pay an expensive course, or participate in a sketchy crypto scheme. Furthermore, the release's company advertising has evolved.

Contemporary Issues

There continue to be plenty of discouraging displays throughout facilities indicating reductions in pay from workers who dare to think about taking a day off, but additionally there are mentions of network marketing strategies, such as a new hire handbook that confidently announces, "Strangers are just clients you have yet to encounter!" Being a person who developed within a direct sales environment, I immediately burst out laughing upon viewing this allusion, because it's a refrain I have regularly listened to repeated exactly by individuals in lower positions of such schemes.

Thankfully, this follow-up is just as funny and irreverent as the first game.

This sequel also examines the dilemma numerous people encounter concerning employment, political matters, and even personal purchases: Being forced to select the smaller of two or three evils. When trying to decide whether to assist a harmful business or a dangerous religious group within the title, I realized I became aligning with the devil I know: An established company structure that is awful (though just utilizes promotion 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.

Unreliable Masters

Furthermore, the characters you work for might not be dependable. As an space operative, your assignment includes working to return control to this outpost after a hostile corporate takeover, and you rapidly learn that each of the invaders and the defenders subscribe to distinct (yet equally horrific) beliefs. But a quick examination of the transmissions on your ship's terminal reveal that this organization is hardly the world's most ethical employer too, as demonstrated by an answer to a distress call that informs the caller it will take "3-5 business years" for a response to their communication. (This period is about how long it takes for many people to get a hold of a non-robot help desk employee through calling nowadays.)

Recognizable Scenarios

Many moments in this sequel are painfully relatable, but it's a cathartic kind of recognition, and this release manages to balance its grim future world with comedy that's genuinely funny while avoiding out of place. A primary concept is the quick commencement of enshittification that seems to take place following significant business mergers. Workers from each party of The Outer Worlds 2's significant consolidation find their existence decrease therefore, while the leaders in control of the hierarchy are, expectedly, raking in profits hand over fist.

Well, at minimum I recognize my position.

Just like the first game, this follow-up is intrinsically comedic, but it also isn't afraid to become dramatic. At one point, while exploring around the release's primary explorable world, I stumbled across a deceased individual with a message nearby. This recording disclosed that this character (associated with the programming faith group) had died in an accident during efforts to locate and kill her lover. This loved one had reportedly deserted from their faction, and the now-dead NPC was enraged by her partner's {traitorous

Joshua Duffy
Joshua Duffy

A seasoned gaming analyst and tech enthusiast with over a decade of experience in digital entertainment and interactive media.