The Outer Worlds 2 Struggles to Reach the Summit

More expansive doesn't necessarily mean better. It's a cliché, however it's the most accurate way to sum up my thoughts after investing 50 hours with The Outer Worlds 2. The development team included additional each element to the sequel to its 2019 sci-fi RPG — additional wit, foes, arms, traits, and places, every important component in titles of this genre. And it works remarkably well — at first. But the weight of all those daring plans leads to instability as the game progresses.

A Strong Opening Act

The Outer Worlds 2 creates a powerful initial impact. You are part of the Earth Directorate, a altruistic agency committed to restraining dishonest administrations and corporations. After some capital-D Drama, you find yourself in the Arcadia region, a settlement fractured by conflict between Auntie's Choice (the product of a union between the previous title's two big corporations), the Protectorate (collectivism extended to its most dire end), and the Ascendant Brotherhood (reminiscent of the Church, but with calculations instead of Jesus). There are also a number of fissures creating openings in the universe, but at this moment, you really need reach a transmission center for critical messaging reasons. The issue is that it's in the center of a battlefield, and you need to figure out how to arrive.

Similar to the first game, Outer Worlds 2 is a first-person RPG with an main narrative and many secondary tasks scattered across multiple locations or regions (large spaces with a lot to uncover, but not open-world).

The opening region and the task of accessing that relay hub are impressive. You've got some funny interactions, of course, like one that features a agriculturalist who has overindulged sugary cereal to their favorite crab. Most guide you to something useful, though — an unforeseen passage or some additional intelligence that might provide an alternate route onward.

Memorable Events and Missed Chances

In one unforgettable event, you can encounter a Protectorate deserter near the bridge who's about to be killed. No quest is tied to it, and the only way to locate it is by investigating and paying attention to the environmental chatter. If you're quick and careful enough not to let him get slain, you can save him (and then save his deserter lover from getting eliminated by creatures in their refuge later), but more connected with the task at hand is a power line obscured in the undergrowth nearby. If you track it, you'll find a hidden entrance to the communication hub. There's an alternate entry to the station's underground tunnels tucked away in a cave that you could or could not detect depending on when you undertake a particular ally mission. You can encounter an easily missable individual who's key to preserving a life 20 hours later. (And there's a soft toy who implicitly sways a group of troops to fight with you, if you're kind enough to protect it from a danger zone.) This initial segment is dense and engaging, and it feels like it's full of rich storytelling potential that benefits you for your curiosity.

Fading Hopes

Outer Worlds 2 fails to meet those initial expectations again. The next primary region is organized like a location in the original game or Avowed — a expansive territory scattered with points of interest and side quests. They're all narratively connected to the conflict between Auntie's Selection and the Ascendant Order, but they're also vignettes separated from the primary plot narratively and spatially. Don't look for any contextual hints leading you to alternative options like in the initial area.

In spite of compelling you to choose some hard calls, what you do in this zone's side quests doesn't matter. Like, it truly has no effect, to the degree that whether you permit atrocities or guide a band of survivors to their death culminates in only a passing comment or two of conversation. A game doesn't need to let every quest influence the plot in some major, impactful way, but if you're compelling me to select a side and pretending like my choice counts, I don't believe it's unreasonable to anticipate something more when it's concluded. When the game's already shown that it can be better, any diminishment appears to be a compromise. You get more of everything like Obsidian promised, but at the expense of complexity.

Bold Ideas and Absent Drama

The game's second act tries something similar to the main setup from the initial world, but with distinctly reduced style. The concept is a courageous one: an interconnected mission that spans two planets and motivates you to request help from various groups if you want a smoother path toward your goal. In addition to the repeat setup being a little tiresome, it's also lacking the suspense that this kind of scenario should have. It's a "bargain with evil" moment. There should be hard concessions. Your association with either faction should count beyond earning their approval by performing extra duties for them. Everything is lacking, because you can simply rush through on your own and clear the objective anyway. The game even makes an effort to provide you ways of achieving this, highlighting alternate routes as additional aims and having allies advise you where to go.

It's a side effect of a wider concern in Outer Worlds 2: the fear of letting you be unhappy with your decisions. It frequently goes too far out of its way to make sure not only that there's an alternative path in frequent instances, but that you know it exists. Locked rooms almost always have various access ways indicated, or nothing worthwhile internally if they don't. If you {can't

Paula Carter
Paula Carter

An experienced educator and researcher passionate about marine sciences and student development.