The Outer Worlds Sequel Manages to Deliver Humor, Despite Everything

During my first experience with the first Outer Worlds, I was immediately drawn by its irreverent, Fallout-esque style of comedy. This title included dynamic dialogues, character diaries, and advertising displays that illustrated a business-controlled nightmare that was simultaneously grim and amusing. My biggest worry starting the follow-up was that this version – not due to on its part – might not be as humorous like the original.

Certainly, conditions weren't ideal. However, life definitely felt a bit less broken in those days. This universe showed a bleak future that didn't hit overly familiar, and nonetheless succeeded to be at once heartwarming and uproarious. I commenced The Outer Worlds 2 feeling quite confident that this release wouldn't be able to accomplish this once more, but I'm pleased to state that I was wrong. This sequel is as laughter-provoking as the game that came before it, and furthermore presents original ideas as opposed to merely repeating similar elements comparable to an overused corporate jingle.

Changing NPCs

The majority of the NPCs gamers met in the original game had been beaten down by the activities of corporate entities such as the in-game corporation, and were fully cognizant of how much their situation was terrible. This sequel moves events in a distinct route, including personalities who are programmed (periodically symbolically, often literally). A lot of these NPCs aren't conscious of how extremely messed up their conditions are, or that there may exist options to a life lived under the boot of a large business or bound by the beliefs of an intense faith.

This follow-up examines forms of business domination that are more deceptive than simply keeping the people destitute. Numerous characters have been programmed with the kind of excessively zealous "work ethic" discourse you might encounter on digital platforms that claim to disclose the key to success if you pay a costly program, or participate in a sketchy crypto scheme. Even the game's company advertising has progressed.

Current Topics

There are still many discouraging displays throughout facilities threatening to dock staff compensation who dare to contemplate taking a day off, but there are also mentions of pyramid scheme methods, featuring a new hire handbook that confidently announces, "Unfamiliar individuals are simply clients you have yet to encounter!" As an individual who was raised in a network marketing household, I instantly erupted laughing upon viewing this reference, because it's a phrase I have often heard repeated exactly by people at the base of these systems.

Fortunately, this follow-up is equally humorous and irreverent as the first game.

This sequel also examines the dilemma numerous people encounter when it comes to employment, politics, and even personal purchases: Having to choose the reduced of multiple bad options. During efforts to determine if to back a risky company or a dangerous religious group in the game, I realized I became siding with the familiar evil: An established corporate entity that is awful (yet merely employs advertising to indoctrinate its followers), instead of the cult, which is equally bad, but utilizes a horrible approach termed "cognitive reset" to maintain its followers in line.

Questionable Employers

Even the people you represent could fail to be reliable. In the role of an galactic official, your mission involves working to return stability to this outpost after a hostile corporate takeover, and you will quickly find that the two the attackers and the residents subscribe to separate (but similarly terrible) doctrines. But a quick examination of the communications on your spacecraft's system demonstrate that this organization isn't precisely the world's most ethical organization either, as demonstrated by a response to an emergency signal that notifies the contact it will take "three to five business years" for a reply to their transmission. (That time frame is about how long it takes for me to reach a human help desk employee over the phone these days.)

Recognizable Scenarios

Various situations in this installment are painfully relatable, but it's a cathartic sort of relatability, and this title manages to balance its grim future world with comedy that's truly humorous without feeling inappropriate. One major theme is the rapid beginning of deterioration that happens to unfold in the wake of any major corporate acquisition. Staff members from all factions of this sequel's significant consolidation find their existence decline consequently, while the executives in control of the structure are, of course, collecting money rapidly.

Hey, at least I know my situation.

Just like the first game, this follow-up is naturally humorous, but additionally doesn't shy away to turn solemn. At one point, while exploring around the release's primary explorable world, I came upon a deceased individual with a message close by. This message revealed that this character (associated with the indoctrinating cult) had died in an accident during efforts to locate and eliminate her lover. This partner had apparently defected from their faction, and the now-dead NPC was enraged by her significant other's {traitorous

Anna Peters
Anna Peters

Maya Sterling is a leadership coach and innovation strategist with over 15 years of experience helping organizations and individuals achieve transformative growth.