The Outer Worlds Sequel Manages to Be Funny, Despite Everything

Upon my initial encounter with the first Outer Worlds title, I was quickly hooked by its satirical, Fallout-inspired brand of humor. The game featured dynamic dialogues, personal journals, and propaganda materials that portrayed a corporate dystopia that was both grim and entertaining. My main fear approaching the follow-up was that this version – without blame from itself – wouldn't be as funny as its predecessor.

Admittedly, things weren't perfect. However, life undoubtedly appeared a bit less broken at that time. This universe showed a bleak future that didn't hit extremely relatable, and yet accomplished to be at once touching and comical. I commenced the follow-up feeling quite confident that this release couldn't succeed to pull this off a second time, but I'm delighted to state that I was incorrect. The Outer Worlds 2 is just as chuckle-inducing as the game that preceded it, and also introduces new themes as opposed to just recycling the same content similar to a tired company slogan.

Developing Personalities

The majority of the game characters players encountered in the first title had been worn out by the activities of corporate entities like the in-game corporation, and were acutely conscious of how much their existence was miserable. This installment progresses matters in an alternative path, including personalities who are brainwashed (periodically symbolically, regularly truly). Numerous NPCs aren't even aware of how extremely messed up their conditions are, or that there might be alternatives to a life lived beneath the control of a large business or restricted by the doctrines of a demanding cult.

This follow-up examines forms of company influence that are more deceptive than only making the population impoverished. Various personalities have been brainwashed into the type of extremely eager "work ethic" discourse you might encounter on social media accounts that promise to reveal the secret of achievement when you buy for an overpriced workshop, or participate in a sketchy crypto scheme. Additionally, the title's corporate propaganda has evolved.

Current Topics

There continue to be many unmotivational posters throughout facilities threatening to dock staff compensation who dare to think about taking a day off, but furthermore exist mentions of multi-level marketing strategies, including an employee manual that boldly states, "Unfamiliar individuals are simply clients you haven't met yet!" As an individual who grew up in a direct sales environment, I instantly erupted in amusement upon viewing this allusion, because it's a phrase I have frequently encountered stated precisely by individuals in lower positions of such schemes.

Luckily, The Outer Worlds 2 is as comedic and sarcastic as the first game.

The Outer Worlds 2 additionally investigates the dilemma numerous people experience when it comes to occupation, government, and even personal purchases: Needing to pick the reduced of multiple bad options. While attempting to decide whether to back a risky company or a dangerous religious group throughout the experience, I discovered I was siding with the known negative: An established business organization that is awful (though just utilizes advertising to brainwash its subjects), as opposed to the cult, which also sucks, but utilizes a horrible approach called "psychological renewal" to keep its adherents obedient.

Questionable Employers

Even the people you work for might not be reliable. As an galactic official, you're tasked with trying to reestablish stability to this settlement subsequent to an aggressive business acquisition, and you will quickly find that the two the attackers and the invadees follow separate (but similarly terrible) doctrines. Yet a speedy review of the transmissions on your vessel's computer reveal that this agency is hardly the universe's most principled authority too, as evidenced by a reply to a distress call that informs the caller it will take "3-5 organizational cycles" for a response to their transmission. (This period is approximately the time it takes for me to get a hold of a human support representative via telephone these days.)

Relatable Moments

Numerous instances in this sequel are highly recognizable, but it's a cathartic kind of recognition, and the game achieves equilibrium between its grim future world with wit that's authentically amusing without feeling incongruous. One major theme is the near-instant onset of deterioration that happens to unfold following significant business mergers. Staff members from all factions of this sequel's big merger see their quality of life decline consequently, while the CEOs in charge of the structure are, expectedly, accumulating profits hand over fist.

Well, at minimum I know my situation.

Comparable to the initial release, this follow-up is inherently funny, but it also doesn't shy away to get serious. At one point, while traveling around the title's initial accessible planet, I discovered a corpse with an audio log close by. The audio log disclosed that this NPC (who was aligned with the programming faith group) had been killed in an event while attempting to locate and kill her lover. This partner had reportedly deserted from their faction, and the perished individual was incensed at her partner's {traitorous

Joseph Brown
Joseph Brown

A digital strategist with over a decade of experience in tech consulting and innovation management.