Outer Worlds 2 Manages to Deliver Humor, Despite Everything

During my first encounter with the original Outer Worlds title, I was instantly captivated by its irreverent, Fallout-esque style of comedy. The game included engaging exchanges, character diaries, and advertising displays that illustrated a corporate dystopia that was at once grim and humorous. My biggest worry starting The Outer Worlds 2 was that this installment – through no fault on its part – wouldn't be as funny as its predecessor.

Certainly, things weren't perfect. But the world definitely felt a bit less broken at that time. This universe showed a bleak future that didn't hit too close to home, and yet accomplished to be at once heartwarming and hilarious. I commenced the follow-up pretty sure that this installment wouldn't be able to accomplish this once more, but I'm pleased to announce that I was mistaken. The Outer Worlds 2 is as laughter-provoking as the game that came earlier, and furthermore presents new themes as opposed to just recycling similar elements comparable to an overused corporate jingle.

Changing NPCs

A large portion of the NPCs gamers met in the original game had been beaten down by the activities of company organizations including the in-game corporation, and were fully cognizant of the extent to which their lives sucked. This installment progresses matters in a distinct route, including personalities who are brainwashed (periodically symbolically, often literally). Many of these personalities aren't conscious of how deeply messed up their circumstances are, or that there could be alternatives to an existence spent under the domination of a large business or bound by the doctrines of an intense faith.

This follow-up explores types of business domination that are more deceptive than simply keeping the population impoverished. Many NPCs have been brainwashed into the type of excessively zealous "grindset mindset" language you might encounter on social media accounts that promise to reveal the secret of achievement if you pay for an overpriced workshop, or put money into a sketchy crypto scheme. Furthermore, the release's corporate propaganda has progressed.

Current Topics

There are still numerous demotivating signs on the walls indicating reductions in pay from workers who dare to think about having a break, but furthermore exist references to multi-level marketing tactics, featuring a staff guide that boldly states, "Strangers are just patrons you haven't met yet!" As an individual who developed within a direct sales family, I instantly erupted with laughter upon viewing this mention, because it's a saying I have frequently encountered spoken verbatim by people at the base of those structures.

Luckily, this sequel is as comedic and irreverent as the initial release.

This sequel also examines the dilemma various individuals find ourselves in regarding work, politics, and even personal purchases: Being forced to select the reduced of multiple bad options. When trying to decide whether to support a harmful business or a dangerous religious group in the game, I discovered I was aligning with the known negative: A recognized business organization that sucks (yet merely employs propaganda to indoctrinate its followers), as opposed to the faith organization, which also sucks, but uses an awful technique called "mental refreshment" to maintain its followers compliant.

Doubtful Authorities

Even the people you serve might not be trustworthy. Playing as an galactic official, your assignment includes attempting to restore control to this outpost after an aggressive business acquisition, and you rapidly learn that each of the aggressors and the residents follow differing (though equally awful) beliefs. Yet a speedy examination of the communications on your ship's terminal show that this agency isn't exactly the universe's most principled employer too, as shown by an answer to a help request that notifies the contact it will take "several organizational cycles" for an answer to their communication. (That time frame is about how long it takes for me to reach a non-robot customer service agent via telephone nowadays.)

Recognizable Scenarios

Many moments in this sequel are highly recognizable, but it's a therapeutic type of familiarity, and this release manages to balance its grim future world with humor that's truly humorous while avoiding incongruous. An important idea is the rapid beginning of enshittification that appears to occur in the wake of large company takeovers. Staff members from all factions of The Outer Worlds 2's major acquisition see their quality of life decline as a result, while the executives in charge of the food chain are, naturally, collecting profits hand over fist.

Hey, at least I recognize my position.

Similar to the original title, this follow-up is inherently funny, but furthermore doesn't hesitate to become dramatic. During a moment, while exploring around the title's initial accessible planet, I discovered a body with a recording close by. This recording showed that this NPC (connected to the programming faith group) had died in an accident while attempting to hunt down and eliminate her romantic partner. This loved one had seemingly abandoned from their faction, and the perished individual was angry about her partner's {traitorous

Natalie Jackson DDS
Natalie Jackson DDS

Lena is a digital productivity coach and writer with over a decade of experience helping professionals streamline their workflows.