The Outer Worlds Sequel Continues to Evoke Laughter, Despite Everything
During my first experience with the original Outer Worlds title, I was instantly captivated by its irreverent, Fallout-inspired style of comedy. This release boasted dynamic dialogues, character diaries, and advertising displays that illustrated a business-controlled nightmare that was simultaneously dark and amusing. My main fear approaching the follow-up was that this installment – not due to on its part – might not be as funny like the original.
Sure, situations weren't flawless. Yet society definitely felt slightly less fractured at that time. This universe depicted a grim society that didn't strike overly familiar, and still managed to be both emotional and hilarious. I began the sequel feeling quite confident that this installment wouldn't manage to achieve this a second time, but I'm happy to announce that I was incorrect. This sequel is equally chuckle-inducing as the game that came before it, and additionally brings original ideas instead of just recycling identical material comparable to an worn-out business tune.
Developing Personalities
The majority of the game characters gamers met in the original game had been worn out by the deeds of business corporations including the fictional company, and were fully cognizant of the degree that their existence was miserable. This sequel takes things in a different direction, including personalities who are brainwashed (sometimes figuratively, often literally). A lot of these personalities don't even realize of how deeply screwed up their circumstances are, or that there may exist options to a lifetime passed beneath the control of a large business or bound by the creeds of a demanding cult.
This second installment explores types of business domination that are more deceptive than only making the masses poor. Many NPCs have been indoctrinated into the kind of extremely eager "hustle mentality" discourse you'll find on social media accounts that claim to disclose the key to success should you purchase for an overpriced workshop, or participate in a dubious blockchain project. Even the game's corporate propaganda has progressed.
Current Topics
There remain many discouraging displays on the walls indicating reductions in pay from workers who dare to think about having a break, but there are also references to pyramid scheme strategies, such as a new hire handbook that boldly states, "Strangers are just customers YOU have yet to encounter!" As someone who developed within a network marketing household, I immediately burst out laughing upon viewing this reference, because it's a saying I have often heard spoken verbatim by those at the bottom of such schemes.
Luckily, this follow-up is equally humorous and satirical as the initial release.
This sequel furthermore explores the predicament numerous people experience when it comes to occupation, government, and even personal purchases: Being forced to pick the lesser of multiple bad options. When trying to choose whether to support a risky company or a concerning cult throughout the experience, I found myself aligning with the devil I know: A familiar corporate entity that is awful (though just utilizes promotion to program its members), as opposed to the faith organization, which is similarly terrible, but utilizes a horrible approach termed "mental refreshment" to keep its adherents obedient.
Unreliable Masters
Even the people you represent could fail to be dependable. Playing as an galactic official, your assignment includes attempting to restore order to the Arcadia colony subsequent to a forceful company buyout, and you will quickly find that both the invaders and the invadees adhere to differing (though equally awful) ideologies. But a quick examination of the communications on your ship's terminal reveal that this organization isn't precisely the world's most ethical employer as well, as evidenced by a reply to a help request that notifies the contact it will take "three to five business years" for a response to their message. (This period is approximately the time it takes for numerous individuals to get a hold of a real help desk employee through calling nowadays.)
Relatable Moments
Many moments in this installment are extremely familiar, but it's a cathartic type of familiarity, and the game manages to balance its grim future world with wit that's truly humorous yet not seeming inappropriate. An important idea is the rapid beginning of decline that seems to take place following any major corporate acquisition. Staff members from all factions of this installment's big merger find their existence decline as a result, while the leaders in control of the structure are, of course, raking in money hand over fist.
Well, at minimum I recognize my situation.
Comparable to the initial release, this sequel is intrinsically comedic, but it also doesn't hesitate to become dramatic. At one point, while exploring around the game's first accessible planet, I came upon a deceased individual with a recording nearby. The audio log revealed that this individual (who was aligned with the programming faith group) had perished in an incident while trying to locate and eliminate her lover. This loved one had seemingly abandoned from their group, and the perished individual was angry about her partner's {traitorous