The Outer Worlds Sequel Continues to Be Funny, Amidst Challenges
During my first playthrough of the first Outer Worlds game, I was quickly hooked by its satirical, Fallout-esque style of comedy. The game featured engaging exchanges, individual logs, and promotional posters that illustrated a business-controlled nightmare that was simultaneously dark and entertaining. My main fear starting the follow-up was that this installment – without blame on its part – might not be as funny compared to the first.
Admittedly, conditions weren't ideal. However, life certainly seemed slightly less fractured in those days. This universe showed a bleak future that didn't hit overly familiar, and still managed to be at once emotional and comical. I commenced the follow-up rather certain that the sequel couldn't succeed to achieve this once more, but I'm happy to announce that I was wrong. This sequel is just as laughter-provoking as the game that came before it, and additionally brings original ideas as opposed to merely repeating the same content like an worn-out business tune.
Evolving Characters
The majority of the game characters users found in the first title had been defeated by the actions of corporate entities such as the fictional company, and were fully cognizant of the degree that their lives sucked. This installment takes things in an alternative path, presenting individuals who are indoctrinated (periodically symbolically, often literally). Numerous characters don't even realize of how deeply disordered their conditions are, or that there may exist options to an existence spent under the boot of a massive corporation or bound by the beliefs of an intense faith.
This follow-up investigates methods of corporate control that are more insidious than only making the people destitute. Numerous characters have been brainwashed into the type of extremely eager "grindset mindset" language you might encounter on social media accounts that vow to show the secret of achievement should you purchase an expensive course, or participate in a questionable digital currency plan. Even the game's corporate propaganda has developed.
Current Topics
There are still numerous discouraging displays throughout facilities threatening to dock employee wages who even think about having a break, but furthermore exist mentions of multi-level marketing methods, such as a staff guide that boldly states, "Strangers are just customers YOU have yet to encounter!" Being a person who was raised in a multi-level marketing family, I instantly erupted in amusement when I saw this reference, because it's a refrain I have frequently encountered stated precisely by those at the bottom of these systems.
Thankfully, this follow-up is equally humorous and irreverent as the initial release.
This installment also examines the dilemma numerous people experience regarding work, political matters, and even consumer choices: Being forced to choose the reduced of two or three evils. While attempting to choose whether to assist a harmful business or a concerning cult throughout the experience, I discovered I was siding with the familiar evil: A recognized business organization that is awful (yet merely employs propaganda to indoctrinate its followers), rather than the religious group, which also sucks, but utilizes a terrible method called "mental refreshment" to keep its adherents compliant.
Unreliable Masters
Even the people you serve could fail to be dependable. Playing as an space operative, your assignment includes attempting to restore stability to this outpost after a forceful company buyout, and you rapidly learn that each of the invaders and the invadees subscribe to separate (but similarly terrible) ideologies. But a quick examination of the communications on your ship's terminal reveal that the Earth Directorate isn't precisely the galaxy's most moral employer either, as shown by a response to an emergency signal that notifies the contact it will take "several corporate years" for a reply to their message. (This period is roughly the duration it takes for me to reach a human help desk employee through calling nowadays.)
Relatable Moments
Many moments in this sequel are highly recognizable, but it's a cathartic sort of relatability, and this title manages to balance its grim future world with comedy that's genuinely funny without feeling inappropriate. An important idea is the near-instant onset of decline that appears to occur in the wake of large company takeovers. Workers from each party of this installment's significant consolidation experience their living standards worsen consequently, while the CEOs in control of the hierarchy are, naturally, accumulating money quickly.
Well, at minimum I know where I stand.
Comparable to the initial release, this sequel is naturally humorous, but furthermore doesn't shy away to get serious. At a certain time, while wandering around the release's primary explorable world, I came upon a body with a message in the vicinity. The audio log showed that this character (associated with the brainwashing religious faction) had been killed in an event while trying to locate and eliminate her lover. This loved one had reportedly deserted from their organization, and the now-dead NPC was angry about her significant other's {traitorous