🔗 Share this article Outer Worlds 2 Still Deliver Humor, Against All Odds When I first encounter with the first Outer Worlds title, I was immediately drawn by its irreverent, Fallout-esque style of comedy. This title boasted lively conversations, character diaries, and promotional posters that portrayed a company-run society that was at once dark and amusing. My biggest worry heading into The Outer Worlds 2 was that this entry – without blame from itself – wouldn't be as humorous as its predecessor. Certainly, situations weren't flawless. But the world certainly seemed slightly less fractured back then. This game presented a dystopia that didn't strike overly familiar, and nonetheless succeeded to be simultaneously heartwarming and comical. I started the follow-up rather certain that the sequel wouldn't manage to achieve this again, but I'm pleased to announce that I was mistaken. This follow-up is equally chuckle-inducing as the game that came earlier, and furthermore presents new themes instead of simply reusing similar elements comparable to an tired company slogan. Changing NPCs Most of the non-player characters users found in the first title had been beaten down by the activities of company organizations including the in-game corporation, and were painfully aware of the extent to which their existence was miserable. This installment moves events in a different direction, including personalities who are indoctrinated (occasionally metaphorically, frequently actually). A lot of these characters aren't even aware of how deeply messed up their circumstances are, or that there might be alternatives to a lifetime passed beneath the control of a huge company or limited by the creeds of a demanding cult. This second installment investigates methods of corporate control that are more insidious than only making the masses poor. Many NPCs have been indoctrinated into the sort of excessively zealous "work ethic" language you might encounter on social media accounts that claim to disclose the path to accomplishment if you pay an expensive course, or invest in a questionable digital currency plan. Furthermore, the release's company advertising has progressed. Contemporary Issues There continue to be many demotivating signs on the walls indicating reductions in employee wages who so much as contemplate taking a day off, but there are also mentions of multi-level marketing methods, such as a staff guide that proudly declares, "Unknown people are merely patrons you still need to meet!" As an individual who grew up in a direct sales family, I immediately burst out laughing when I saw this allusion, because it's a refrain I have regularly listened to repeated exactly by those at the bottom of these systems. Luckily, The Outer Worlds 2 is just as funny and satirical as the initial release. This installment also examines the situation many of us encounter when it comes to employment, political matters, and including buying decisions: Having to choose the smaller of two or three evils. When trying to choose whether to support a risky company or a concerning cult within the title, I realized I became supporting the familiar evil: A recognized business organization that is terrible (but only uses propaganda to indoctrinate its followers), instead of the faith organization, which also sucks, but utilizes an awful technique named "cognitive reset" to control its members compliant. Questionable Employers Even the people you work for may not be trustworthy. As an galactic official, your mission involves trying to reestablish control to the Arcadia colony after an aggressive business acquisition, and you will quickly find that both the invaders and the defenders adhere to separate (yet equally horrific) doctrines. But a quick examination of the transmissions on your ship's terminal demonstrate that the Earth Directorate is hardly the universe's most principled employer too, as demonstrated by a reply to a help request that notifies the contact it will take "several business years" for an answer to their communication. (That time frame is roughly the duration it takes for me to reach a human support representative via telephone nowadays.) Recognizable Scenarios Various situations in this installment are painfully relatable, but it's a therapeutic sort of relatability, and this release succeeds in balancing its depressing dystopian setting with comedy that's genuinely funny yet not seeming out of place. One major theme is the near-instant onset of decline that appears to occur in the wake of large company takeovers. Workers from each party of The Outer Worlds 2's big merger find their existence decline as a result, while the CEOs in control of the food chain are, expectedly, raking in profits rapidly. Well, at minimum I understand where I stand. Just like the original title, this follow-up is intrinsically comedic, but it also isn't afraid to get serious. During a moment, while traveling around the release's primary discoverable location, I came upon a deceased individual with a message in the vicinity. This recording showed that this individual (who was aligned with the programming faith group) had been killed in an event during efforts to locate and kill her romantic partner. This romantic partner had seemingly abandoned from their faction, and the deceased character was incensed at her lover's {traitorous