The Outer Worlds Sequel Continues to Be Funny, Despite Everything

During my first encounter with the original Outer Worlds, I was immediately drawn by its irreverent, Fallout-esque brand of humor. This title boasted engaging exchanges, character diaries, and promotional posters that illustrated a business-controlled nightmare that was simultaneously dark and entertaining. My primary concern heading into The Outer Worlds 2 was that this entry – without blame of its own – might not be as funny compared to the first.

Admittedly, conditions weren't ideal. However, life definitely felt slightly less fractured back then. The Outer Worlds showed a bleak future that didn't hit overly familiar, and yet accomplished to be both heartwarming and uproarious. I started the sequel pretty sure that this installment wouldn't manage to achieve this again, but I'm pleased to state that I was mistaken. The Outer Worlds 2 is equally chuckle-inducing as the title that preceded it, and furthermore presents original ideas rather than just recycling the same content similar to a worn-out business tune.

Evolving Characters

The majority of the non-player characters players encountered in the first title had been worn out by the actions of corporate entities such as Spacer's Choice, and were painfully aware of how much their situation was terrible. The Outer Worlds 2 progresses matters in a distinct route, including personalities who are programmed (sometimes figuratively, frequently actually). A lot of these NPCs aren't even aware of how extremely disordered their circumstances are, or that there may exist options to a life lived under the boot of a huge company or restricted by the doctrines of a demanding cult.

The sequel explores types of company influence that are more insidious than merely maintaining the masses poor. Various personalities have been indoctrinated into the kind of extremely eager "work ethic" language you can discover on social media accounts that claim to disclose the key to success if you pay a costly program, or participate in a dubious blockchain project. Furthermore, the release's business promotion has progressed.

Modern Themes

There are still plenty of demotivating signs in various locations warning about deducting pay from workers who even contemplate requesting leave, but furthermore exist allusions to pyramid scheme methods, featuring a new hire handbook that proudly declares, "Unfamiliar individuals are simply customers YOU still need to meet!" Being a person who was raised in a direct sales household, I promptly exploded with laughter when encountering this reference, because it's a phrase I have frequently encountered stated precisely by those at the bottom of such schemes.

Fortunately, The Outer Worlds 2 is equally humorous and irreverent as the first game.

This installment also examines the predicament numerous people encounter regarding employment, government, and even personal purchases: Needing to select the reduced of multiple bad options. During efforts to choose whether to assist a dangerous corporate entity or a concerning cult within the title, I found myself aligning with the devil I know: A recognized corporate entity that is terrible (but only uses promotion to indoctrinate its followers), rather than the faith organization, which is equally bad, but utilizes an awful technique called "cognitive reset" to keep its adherents in line.

Doubtful Authorities

Additionally, the individuals you serve might not be reliable. In the role of an space operative, your mission involves attempting to restore control to this outpost subsequent to a forceful company buyout, and you rapidly learn that the two the aggressors and the invadees adhere to separate (yet equally horrific) ideologies. Yet a speedy inspection of the messages on your ship's terminal show that this organization isn't exactly the world's most ethical organization either, as shown by a reply to an emergency signal that notifies the contact it will take "three to five organizational cycles" for an answer to their communication. (This period is approximately the time it takes for many people to get a hold of a real support representative via telephone these days.)

Familiar Situations

Many moments in this sequel are highly recognizable, but it's a therapeutic sort of relatability, and the game succeeds in balancing its grim future world with wit that's genuinely funny while avoiding out of place. A primary concept is the near-instant onset of decline that happens to unfold after large company takeovers. Employees on both sides of this installment's major acquisition see their quality of life decline consequently, while the CEOs in charge of the food chain are, expectedly, accumulating the cash rapidly.

Hey, at least I recognize where I stand.

Comparable to the original title, this sequel is intrinsically comedic, but additionally doesn't hesitate to become dramatic. During a moment, while wandering around the game's first discoverable location, I stumbled across a deceased individual with an audio log nearby. This message revealed that this character (connected to the programming faith group) had perished in an incident during efforts to track down and eliminate her significant other. This loved one had seemingly abandoned from their faction, and the deceased character was incensed at her lover's {traitorous

Heather Graham
Heather Graham

Elara is a passionate writer and storyteller with a love for poetry and fiction, sharing her journey to inspire others.