The Outer Worlds Sequel Manages to Be Funny, Against All Odds

When I first encounter with the first Outer Worlds, I was instantly captivated by its sarcastic, Fallout-inspired brand of humor. This title boasted engaging exchanges, personal journals, and propaganda materials that portrayed a corporate dystopia that was both grim and amusing. My main fear starting the follow-up was that this version – not due to from itself – wouldn't be as comedic as its predecessor.

Certainly, conditions weren't ideal. But the world undoubtedly appeared somewhat less damaged back then. This universe showed a bleak future that didn't strike too close to home, and yet accomplished to be at once emotional and comical. I commenced the follow-up rather certain that this installment couldn't succeed to accomplish this once more, but I'm happy to announce that I was wrong. This sequel is just as chuckle-inducing as the release that preceded it, and additionally brings original ideas rather than just recycling identical material similar to a overused corporate jingle.

Evolving Characters

The majority of the non-player characters gamers met in the first title had been worn out by the actions of business corporations such as Spacer's Choice, and were painfully aware of the extent to which their situation was terrible. This installment progresses matters in a distinct route, featuring characters who are programmed (periodically symbolically, often literally). Many of these NPCs aren't conscious of how deeply screwed up their situations are, or that there could be options to a life lived beneath the control of a massive corporation or limited by the creeds of a demanding cult.

This follow-up explores types of business domination that are more deceptive than only making the masses poor. Many NPCs have been brainwashed into the type of overly enthusiastic "grindset mindset" discourse you might encounter on online profiles that claim to disclose the secret of achievement if you pay a costly program, or invest in a sketchy crypto scheme. Furthermore, the release's corporate propaganda has evolved.

Modern Themes

There remain plenty of discouraging displays throughout facilities threatening to dock employee wages who so much as think about requesting leave, but there are also mentions of network marketing methods, such as a new hire handbook that boldly states, "Strangers are just patrons you still need to meet!" As someone who developed within a multi-level marketing family, I immediately burst out in amusement upon viewing this mention, because it's a refrain I have often heard repeated exactly by those at the bottom of these systems.

Luckily, this follow-up is as comedic and satirical as the first game.

This installment furthermore explores the dilemma various individuals experience when it comes to work, government, and even consumer choices: Needing to select the reduced of two or three evils. While attempting to determine if to assist a dangerous corporate entity or a dangerous religious group in the game, I found myself siding with the known negative: A familiar business organization that is awful (though just utilizes propaganda to program its members), as opposed to the faith organization, which also sucks, but uses a horrible approach termed "cognitive reset" to control its members in line.

Doubtful Authorities

Even the people you represent might not be reliable. Playing as an galactic official, you're tasked with trying to reestablish order to the Arcadia colony following an aggressive business acquisition, and you rapidly learn that the two the aggressors and the invadees adhere to distinct (though equally awful) doctrines. However, a rapid inspection of the transmissions on your spacecraft's system reveal that the Earth Directorate is hardly the universe's most principled authority too, as evidenced by a reply to a distress call that notifies the contact it will take "several business years" for a response to their transmission. (This period is approximately the time it takes for numerous individuals to get a hold of a non-robot support representative over the phone currently.)

Relatable Moments

Many moments in this installment are extremely familiar, but it's a cleansing type of familiarity, and the game achieves equilibrium between its depressing dystopian setting with wit that's genuinely funny while avoiding inappropriate. One major theme is the rapid beginning of enshittification that happens to unfold after significant business mergers. Employees on both sides of this installment's big merger see their quality of life decrease as a result, while the executives in control of the food chain are, expectedly, accumulating the cash hand over fist.

Hey, at least I recognize my situation.

Comparable to the initial release, this sequel is intrinsically comedic, but it also isn't afraid to become dramatic. During a moment, while traveling around the game's first explorable world, I discovered a deceased individual with a message nearby. The audio log disclosed that this NPC (associated with the indoctrinating cult) had perished in an incident during efforts to hunt down and dispatch her romantic partner. This loved one had seemingly abandoned from their faction, and the deceased character was incensed at her lover's {traitorous

Justin Simpson
Justin Simpson

A tech journalist and digital strategist with over a decade of experience covering AI, cybersecurity, and startup ecosystems across Europe.