During my first experience with the first Outer Worlds game, I was instantly captivated by its irreverent, Fallout-like type of wit. The game featured engaging exchanges, character diaries, and advertising displays that depicted a company-run society that was both grim and amusing. My primary concern heading into the follow-up was that this entry – through no fault of its own – might not be as comedic compared to the first.
Admittedly, conditions weren't ideal. Yet society certainly seemed somewhat less damaged back then. This game presented a dystopia that didn't strike too close to home, and yet accomplished to be at once heartwarming and uproarious. I commenced the follow-up pretty sure that this installment wouldn't manage to accomplish this again, but I'm happy to announce that I was mistaken. This sequel is just as laughter-provoking as the game that preceded it, and also introduces fresh concepts as opposed to just recycling similar elements like an worn-out business tune.
The majority of the game characters players encountered in the original game had been defeated by the activities of company organizations including the fictional company, and were acutely conscious of the degree that their lives sucked. This installment progresses matters in a distinct route, featuring characters who are indoctrinated (occasionally metaphorically, frequently actually). A lot of these personalities aren't conscious of how deeply screwed up their circumstances are, or that there may exist options to an existence spent under the domination of a massive corporation or bound by the creeds of an intense faith.
This follow-up investigates methods of corporate control that are more insidious than merely maintaining the masses poor. Many NPCs have been indoctrinated into the sort of overly enthusiastic "work ethic" language you might encounter on online profiles that claim to disclose the secret of achievement should you purchase a costly program, or invest in a dubious blockchain project. Even the game's business promotion has progressed.
There remain plenty of demotivating signs on the walls indicating reductions in staff compensation who dare to contemplate requesting leave, but additionally there are mentions of multi-level marketing strategies, featuring a staff guide that proudly declares, "Strangers are just customers YOU have yet to encounter!" As someone who was raised in a network marketing family, I immediately burst out in amusement when I saw this allusion, because it's a saying I have regularly listened to stated precisely by those at the bottom of such schemes.
Thankfully, this follow-up is equally humorous and satirical as the first game.
This installment also examines the situation various individuals experience concerning employment, political matters, and even consumer choices: Needing to choose the smaller of multiple bad options. While attempting to decide whether to assist a harmful business or a concerning cult within the title, I discovered I was siding with the known negative: A familiar company structure that sucks (but only uses propaganda to indoctrinate its followers), as opposed to the religious group, which is equally bad, but utilizes a terrible method named "mental refreshment" to control its members compliant.
Even the people you work for could fail to be dependable. As an Earth Directorate agent, you're tasked with attempting to restore control to this outpost subsequent to a hostile corporate takeover, and you rapidly learn that the two the attackers and the defenders subscribe to distinct (yet equally horrific) beliefs. However, a rapid inspection of the messages on your vessel's computer reveal that this agency is hardly the universe's most principled authority too, as demonstrated by an answer to a help request that informs the caller it will take "three to five organizational cycles" for an answer to their transmission. (This period is approximately the time it takes for many people to reach a non-robot help desk employee over the phone nowadays.)
Various situations in this installment are highly recognizable, but it's a therapeutic kind of recognition, and the game achieves equilibrium between its bleak societal vision with wit that's truly humorous without feeling inappropriate. One major theme is the near-instant onset of decline that appears to occur in the wake of any major corporate acquisition. Employees on both sides of this sequel's big merger see their quality of life worsen consequently, while the leaders at the top of the hierarchy are, of course, collecting money hand over fist.
Okay, at the very least I know where I stand.
Just like the initial release, this follow-up is intrinsically comedic, but it also isn't afraid to get serious. At one point, while exploring around the release's primary accessible planet, I discovered a corpse with an audio log in the vicinity. The audio log disclosed that this NPC (who was aligned with the brainwashing religious faction) had perished in an incident while attempting to locate and dispatch her significant other. This romantic partner had seemingly abandoned from their organization, and the perished individual was incensed at her significant other's {traitorous
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