The Outer Worlds Sequel Continues to Evoke Laughter, Against All Odds
Upon my initial encounter with the initial Outer Worlds game, I was immediately drawn by its satirical, Fallout-esque style of comedy. This title included engaging exchanges, character diaries, and propaganda materials that depicted a corporate dystopia that was both bleak and amusing. My main fear heading into the sequel was that this version – without blame on its part – could fail to be as funny like the original.
Sure, situations weren't flawless. But the world undoubtedly appeared somewhat less damaged at that time. The Outer Worlds depicted a grim society that didn't hit too close to home, and yet accomplished to be both heartwarming and uproarious. I began the sequel pretty sure that this release couldn't succeed to achieve this again, but I'm pleased to state that I was mistaken. This follow-up is as smile-generating as the title that preceded it, and furthermore presents new themes rather than just recycling similar elements similar to a worn-out business tune.
Changing NPCs
A large portion of the non-player characters players encountered in the first title had been beaten down by the activities of corporate entities including Spacer's Choice, and were acutely conscious of the degree that their situation was terrible. This sequel moves events in an alternative path, presenting individuals who are programmed (periodically symbolically, frequently actually). Numerous personalities aren't conscious of how extremely disordered their circumstances are, or that there may exist alternatives to a lifetime passed beneath the control of a massive corporation or bound by the doctrines of a high-demand religion.
This follow-up explores types of company influence that are more insidious than only making the masses poor. Various personalities have been brainwashed into the sort of excessively zealous "work ethic" discourse you'll find on online profiles that vow to show the key to success should you purchase an expensive course, or invest in a sketchy crypto scheme. Additionally, the title's business promotion has evolved.
Contemporary Issues
There are still numerous demotivating signs throughout facilities threatening to dock pay from workers who dare to contemplate taking a day off, but additionally there are allusions to network marketing strategies, featuring a staff guide that boldly states, "Strangers are just customers YOU haven't met yet!" As someone who grew up in a network marketing household, I promptly exploded in amusement upon viewing this reference, because it's a saying I have frequently encountered spoken verbatim by those at the bottom of those structures.
Fortunately, this sequel is equally humorous and sarcastic as the initial release.
This sequel also examines the dilemma many of us experience regarding occupation, government, and even consumer choices: Needing to pick the smaller of multiple bad options. When trying to determine if to support a risky company or a problematic faith organization throughout the experience, I discovered I was siding with the devil I know: A recognized company structure that is terrible (but only uses promotion to indoctrinate its followers), rather than the cult, which is similarly terrible, but employs a horrible approach termed "mental refreshment" to keep its adherents in line.
Doubtful Authorities
Additionally, the individuals you work for could fail to be reliable. In the role of an Earth Directorate agent, your mission involves working to return control to this settlement subsequent to a forceful company buyout, and you'll soon discover that the two the invaders and the defenders adhere to separate (but similarly terrible) beliefs. Yet a speedy review of the transmissions on your spacecraft's system reveal that this agency isn't exactly the world's most ethical employer either, as shown by a response to a help request that informs the caller it will take "3-5 corporate years" for a reply to their communication. (This period is roughly the duration it takes for numerous individuals to reach a non-robot help desk employee through calling nowadays.)
Familiar Situations
Numerous instances in this installment are highly recognizable, but it's a cathartic sort of relatability, and this title achieves equilibrium between its grim future world with humor that's authentically amusing yet not seeming out of place. An important idea is the rapid beginning of deterioration that appears to occur in the wake of large company takeovers. Workers from each party of this sequel's big merger experience their living standards worsen consequently, while the leaders at the top of the food chain are, naturally, accumulating money hand over fist.
Well, at minimum I understand my situation.
Comparable to the first game, The Outer Worlds 2 is naturally humorous, but additionally doesn't shy away to turn solemn. At a certain time, while traveling around the game's first explorable world, I discovered a body with a message nearby. This message showed that this individual (who was aligned with the programming faith group) had perished in an incident while attempting to hunt down and kill her romantic partner. This romantic partner had seemingly abandoned from their organization, and the now-dead NPC was angry about her significant other's {traitorous