Outer Worlds 2 Manages to Evoke Laughter, Against All Odds
During my first playthrough of the initial Outer Worlds, I was instantly captivated by its sarcastic, Fallout-esque type of wit. This title boasted engaging exchanges, character diaries, and promotional posters that depicted a company-run society that was at once bleak and amusing. My primary concern starting The Outer Worlds 2 was that this entry – without blame of its own – wouldn't be as funny as its predecessor.
Sure, situations weren't flawless. However, life undoubtedly appeared a bit less broken back then. The Outer Worlds presented a dystopia that didn't feel overly familiar, and nonetheless succeeded to be at once emotional and hilarious. I started The Outer Worlds 2 pretty sure that this release wouldn't manage to achieve this again, but I'm delighted to announce that I was mistaken. The Outer Worlds 2 is equally laughter-provoking as the release that came earlier, and additionally brings original ideas instead of just recycling similar elements like an overused corporate jingle.
Developing Personalities
The majority of the game characters users found in the original game had been beaten down by the deeds of company organizations like the fictional company, and were acutely conscious of the extent to which their lives sucked. The Outer Worlds 2 takes things in a different direction, featuring characters who are programmed (occasionally metaphorically, regularly truly). Many of these personalities aren't conscious of how deeply disordered their situations are, or that there may exist alternatives to a life lived beneath the control of a large business or limited by the creeds of a high-demand religion.
The sequel investigates methods of business domination that are more subtle than only making the population impoverished. Various personalities have been indoctrinated into the kind of extremely eager "work ethic" discourse you'll find on social media accounts that claim to disclose the secret of achievement if you pay for an overpriced workshop, or put money into a questionable digital currency plan. Additionally, the title's corporate propaganda has developed.
Current Topics
There remain many discouraging displays on the walls warning about deducting staff compensation who even think about taking a day off, but additionally there are mentions of pyramid scheme methods, featuring a new hire handbook that proudly declares, "Unknown people are merely customers YOU still need to meet!" Being a person who developed within a network marketing household, I promptly exploded with laughter upon viewing this reference, because it's a saying I have frequently encountered stated precisely by those at the bottom of these systems.
Thankfully, this follow-up is just as funny and sarcastic as the original title.
This sequel additionally investigates the predicament various individuals encounter regarding employment, government, and even consumer choices: Needing to choose the smaller of multiple bad options. While attempting to decide whether to back a harmful business or a concerning cult throughout the experience, I discovered I was supporting the known negative: A recognized corporate entity that is terrible (but only uses propaganda to program its members), rather than the religious group, which also sucks, but utilizes an awful technique called "psychological renewal" to maintain its followers in line.
Questionable Employers
Even the people you represent may not be dependable. Playing as an space operative, you're tasked with attempting to restore stability to this outpost subsequent to a forceful company buyout, and you rapidly learn that each of the aggressors and the defenders follow separate (though equally awful) ideologies. But a quick examination of the transmissions on your spacecraft's system demonstrate that the Earth Directorate is hardly the galaxy's most moral employer too, as shown by a reply to a distress call that notifies the contact it will take "several business years" for a response to their transmission. (This duration is roughly the duration it takes for me to contact a non-robot customer service agent over the phone nowadays.)
Familiar Situations
Various situations in The Outer Worlds 2 are extremely familiar, but it's a therapeutic sort of relatability, and the game succeeds in balancing its depressing dystopian setting with comedy that's truly humorous without feeling out of place. One major theme is the near-instant onset of decline that appears to occur after large company takeovers. Staff members from all factions of this sequel's significant consolidation experience their living standards worsen consequently, while the CEOs in charge of the food chain are, expectedly, raking in profits rapidly.
Okay, at the very least I understand my position.
Comparable to the initial release, this follow-up is intrinsically comedic, but it also isn't afraid to turn solemn. At a certain time, while exploring around the game's first explorable world, I came upon a body with a message in the vicinity. This message disclosed that this individual (who was aligned with the brainwashing religious faction) had been killed in an event during efforts to locate and dispatch her romantic partner. This romantic partner had apparently defected from their faction, and the now-dead NPC was angry about her significant other's {traitorous