A seasoned journalist with a passion for uncovering stories that matter, Evelyn brings years of experience in digital media and trend analysis.
Bigger isn't necessarily better. That's a tired saying, yet it's also the most accurate way to describe my thoughts after spending five dozen hours with The Outer Worlds 2. The development team included additional all aspects to the sequel to its prior sci-fi RPG β increased comedy, enemies, arms, characteristics, and settings, every important component in titles of this genre. And it functions superbly β for a little while. But the weight of all those grand concepts makes the game wobble as the time passes.
The Outer Worlds 2 establishes a solid first impression. You belong to the Earth Directorate, a well-intentioned organization focused on curbing unscrupulous regimes and corporations. After some capital-D Drama, you end up in the Arcadia system, a colony splintered by hostilities between Auntie's Choice (the outcome of a merger between the previous title's two big corporations), the Defenders (collectivism taken to its worst logical conclusion), and the Ascendant Order (similar to the Catholic faith, but with calculations instead of Jesus). There are also a series of fissures causing breaches in space and time, but right now, you absolutely must get to a communication hub for urgent communications purposes. The challenge is that it's in the middle of a battlefield, and you need to determine how to get there.
Like its predecessor, Outer Worlds 2 is a FPS adventure with an central plot and dozens of optional missions scattered across various worlds or regions (large spaces with a much to discover, but not sandbox).
The first zone and the process of reaching that relay hub are spectacular. You've got some funny interactions, of course, like one that involves a rancher who has overindulged sweet grains to their preferred crab. Most guide you to something helpful, though β an unforeseen passage or some fresh information that might unlock another way onward.
In one notable incident, you can come across a Defender runaway near the viaduct who's about to be executed. No task is tied to it, and the sole method to find it is by exploring and hearing the ambient dialogue. If you're fast and sufficiently cautious not to let him get killed, you can save him (and then save his defector partner from getting slain by monsters in their hideout later), but more relevant to the current objective is a energy cable concealed in the grass close by. If you track it, you'll discover a concealed access point to the communication hub. There's another entrance to the station's drainage system tucked away in a cavern that you could or could not notice based on when you pursue a specific companion quest. You can find an simple to miss individual who's crucial to saving someone's life down the line. (And there's a soft toy who implicitly sways a group of troops to fight with you, if you're considerate enough to protect it from a explosive area.) This beginning section is rich and exciting, and it seems like it's brimming with rich storytelling potential that rewards you for your inquisitiveness.
Outer Worlds 2 never lives up to those initial expectations again. The second main area is organized similar to a location in the initial title or Avowed β a big area dotted with notable locations and optional missions. They're all story-appropriate to the struggle between Auntie's Option and the Ascendant Order, but they're also vignettes separated from the main story in terms of story and location-wise. Don't expect any contextual hints directing you to new choices like in the first zone.
In spite of forcing you to make some tough decisions, what you do in this zone's side quests has no impact. Like, it really doesn't matter, to the point where whether you enable war crimes or lead a group of refugees to their demise culminates in only a throwaway line or two of conversation. A game isn't required to let each mission influence the story in some major, impactful way, but if you're making me choose a faction and pretending like my selection matters, I don't believe it's unreasonable to anticipate something further when it's concluded. When the game's previously demonstrated that it can be better, anything less seems like a trade-off. You get expanded elements like the developers pledged, but at the price of complexity.
The game's intermediate phase attempts a comparable approach to the primary structure from the initial world, but with noticeably less panache. The concept is a daring one: an linked task that spans multiple worlds and motivates you to request help from various groups if you want a more straightforward journey toward your aim. In addition to the repeat setup being a little tiresome, it's also just missing the drama that this kind of scenario should have. It's a "pact with the devil" moment. There should be hard concessions. Your association with each alliance should count beyond earning their approval by completing additional missions for them. Everything is missing, because you can just blitz through on your own and achieve the goal anyway. The game even takes pains to give you ways of accomplishing this, pointing out alternative paths as optional objectives and having companions tell you where to go.
It's a side effect of a broader issue in Outer Worlds 2: the fear of letting you be unhappy with your choices. It regularly exaggerates in its attempts to guarantee not only that there's an different way in frequent instances, but that you realize its presence. Locked rooms almost always have various access ways indicated, or nothing worthwhile internally if they fail to. If you {can't
A seasoned journalist with a passion for uncovering stories that matter, Evelyn brings years of experience in digital media and trend analysis.