Outer Worlds 2 Struggles to Reach the Stars

Bigger doesn't necessarily mean improved. It's an old adage, yet it's also the truest way to sum up my impressions after spending 50 hours with The Outer Worlds 2. The development team expanded on everything to the follow-up to its prior sci-fi RPG — increased comedy, enemies, arms, traits, and settings, all the essentials in titles of this genre. And it functions superbly — initially. But the weight of all those grand concepts makes the game wobble as the hours wear on.

An Impressive Initial Impact

The Outer Worlds 2 establishes a solid first impression. You belong to the Earth Directorate, a altruistic agency dedicated to restraining corrupt governments and businesses. After some capital-D Drama, you find yourself in the Arcadia region, a settlement fractured by war between Auntie's Option (the outcome of a union between the previous title's two large firms), the Guardians (groupthink pushed to its most extreme outcome), and the Ascendant Brotherhood (similar to the Catholic faith, but with calculations rather than Jesus). There are also a series of rifts tearing holes in space and time, but right now, you really need get to a relay station for urgent communications reasons. The problem is that it's in the center of a battlefield, and you need to figure out how to arrive.

Like its predecessor, Outer Worlds 2 is a first-person RPG with an main narrative and numerous optional missions spread out across various worlds or regions (big areas with a plenty to explore, but not open-world).

The initial area and the process of reaching that relay hub are impressive. You've got some funny interactions, of course, like one that involves a rancher who has overindulged sugary treats to their beloved crustacean. Most guide you to something beneficial, though — an unexpected new path or some additional intelligence that might open a different path onward.

Unforgettable Events and Overlooked Opportunities

In one unforgettable event, you can come across a Defender runaway near the viaduct who's about to be killed. No quest is linked to it, and the sole method to locate it is by searching and hearing the ambient dialogue. If you're fast and careful enough not to let him get defeated, you can preserve him (and then protect his defector partner from getting killed by beasts in their hideout later), but more relevant to the immediate mission is a energy cable concealed in the grass in the vicinity. If you track it, you'll find a secret entry to the transmission center. There's a different access point to the station's sewers hidden away in a grotto that you may or may not detect based on when you follow a specific companion quest. You can find an readily overlooked character who's crucial to rescuing a person 20 hours later. (And there's a stuffed animal who indirectly convinces a team of fighters to support you, if you're considerate enough to rescue it from a explosive area.) This opening chapter is dense and thrilling, and it seems like it's brimming with substantial plot opportunities that rewards you for your inquisitiveness.

Waning Anticipations

Outer Worlds 2 never lives up to those opening anticipations again. The following key zone is organized similar to a location in the original game or Avowed — a large region scattered with notable locations and side quests. They're all thematically relevant to the conflict between Auntie's Choice and the Ascendant Brotherhood, but they're also vignettes detached from the primary plot plot-wise and geographically. Don't look for any environmental clues leading you to new choices like in the initial area.

In spite of compelling you to choose some difficult choices, what you do in this region's secondary tasks is inconsequential. Like, it truly has no effect, to the point where whether you enable war crimes or guide a band of survivors to their end results in nothing but a casual remark or two of conversation. A game doesn't have to let all tasks influence the plot in some significant, theatrical manner, but if you're making me choose a faction and giving the impression that my decision matters, I don't think it's irrational to anticipate something additional when it's finished. When the game's already shown that it has greater potential, any diminishment appears to be a compromise. You get additional content like Obsidian promised, but at the price of depth.

Daring Concepts and Lacking Tension

The game's second act tries something similar to the central framework from the first planet, but with distinctly reduced style. The concept is a bold one: an interconnected mission that covers multiple worlds and encourages you to seek aid from different factions if you want a more straightforward journey toward your objective. Beyond the repeated framework being a little tiresome, it's also absent the drama that this kind of scenario should have. It's a "bargain with evil" moment. There should be difficult trade-offs. Your connection with any group should count beyond earning their approval by performing extra duties for them. Everything is missing, because you can simply rush through on your own and complete the mission anyway. The game even goes out of its way to hand you ways of achieving this, indicating alternate routes as secondary goals and having partners inform you where to go.

It's a consequence of a larger problem in Outer Worlds 2: the fear of allowing you to regret with your choices. It often goes too far out of its way to ensure not only that there's an alternate route in many situations, but that you are aware of it. Secured areas nearly always have various access ways signposted, or no significant items within if they don't. If you {can't

Keith Peterson
Keith Peterson

A certified wellness coach and nutritionist passionate about holistic health and empowering others to live their best lives.