When I first playthrough of the original Outer Worlds game, I was instantly captivated by its irreverent, Fallout-like brand of humor. The game included engaging exchanges, individual logs, and propaganda materials that portrayed a corporate dystopia that was at once bleak and amusing. My main fear approaching the sequel was that this entry – through no fault on its part – wouldn't be as humorous compared to the first.
Sure, things weren't perfect. Yet society undoubtedly appeared slightly less fractured back then. The Outer Worlds presented a dystopia that didn't feel overly familiar, and nonetheless succeeded to be simultaneously touching and uproarious. I commenced the follow-up pretty sure that this installment couldn't succeed to pull this off once more, but I'm pleased to state that I was mistaken. This sequel is just as laughter-provoking as the release that preceded it, and also introduces fresh concepts instead of just recycling identical material comparable to an overused corporate jingle.
Most of the game characters gamers met in the initial release had been worn out by the activities of corporate entities like the fictional company, and were acutely conscious of the degree that their lives sucked. This sequel moves events in a distinct route, presenting individuals who are indoctrinated (periodically symbolically, often literally). A lot of these characters aren't even aware of how deeply messed up their circumstances are, or that there might be options to a life lived under the boot of a massive corporation or restricted by the beliefs of a demanding cult.
This follow-up examines forms of business domination that are more subtle than only making the people destitute. Various personalities have been brainwashed into the sort of overly enthusiastic "grindset mindset" language you'll find on social media accounts that claim to disclose the key to success should you purchase an expensive course, or put money into a dubious blockchain project. Even the game's corporate propaganda has developed.
There continue to be numerous demotivating signs in various locations threatening to dock staff compensation who dare to consider taking a day off, but there are also mentions of multi-level marketing tactics, such as an employee manual that confidently announces, "Unknown people are merely patrons you still need to meet!" Being a person who developed within a direct sales family, I promptly exploded laughing when encountering this allusion, because it's a saying I have regularly listened to spoken verbatim by individuals in lower positions of such schemes.
Thankfully, The Outer Worlds 2 is just as funny and sarcastic as the initial release.
This installment also examines the situation numerous people experience when it comes to occupation, political matters, and even personal purchases: Needing to choose the smaller of several poor choices. While attempting to decide whether to back a risky company or a concerning cult throughout the experience, I found myself aligning with the devil I know: A recognized business organization that sucks (but only uses promotion to indoctrinate its followers), as opposed to the faith organization, which is similarly terrible, but employs a terrible method named "mental refreshment" to maintain its followers in line.
Additionally, the individuals you represent might not be trustworthy. As an Earth Directorate agent, you're tasked with trying to reestablish stability to this outpost after an aggressive business acquisition, and you will quickly find that each of the attackers and the invadees adhere to distinct (yet equally horrific) beliefs. Yet a speedy examination of the transmissions on your spacecraft's system reveal that the Earth Directorate isn't precisely the galaxy's most moral authority as well, as shown by an answer to a distress call that tells the sender it will take "3-5 business years" for an answer to their communication. (That time frame is roughly the duration it takes for many people to contact a non-robot support representative through calling currently.)
Numerous instances in this installment are extremely familiar, but it's a therapeutic kind of recognition, and this title achieves equilibrium between its bleak societal vision with humor that's genuinely funny while avoiding inappropriate. An important idea is the quick commencement of decline that appears to occur following significant business mergers. Staff members from all factions of this installment's major acquisition find their existence decrease consequently, while the leaders in control of the food chain are, expectedly, raking in profits rapidly.
Well, at minimum I know my position.
Similar to the first game, this follow-up is naturally humorous, but furthermore doesn't shy away to become dramatic. At a certain time, while exploring around the game's first accessible planet, I discovered a deceased individual with an audio log nearby. The audio log disclosed that this character (who was aligned with the programming faith group) had died in an accident while attempting to locate and eliminate her significant other. This partner had seemingly abandoned from their faction, and the now-dead NPC was incensed at her partner's {traitorous
Lena is a digital design expert with over a decade of experience in UI/UX and creative technology, passionate about sharing innovative design solutions.