Obsidian's Sequel Doesn't Quite Attain the Stars

More expansive isn't necessarily improved. That's a tired saying, yet it's also the most accurate way to encapsulate my feelings after investing 50 hours with The Outer Worlds 2. The creators added more of everything to the follow-up to its prior futuristic adventure β€” increased comedy, adversaries, weapons, traits, and locations, every important component in titles of this genre. And it functions superbly β€” initially. But the burden of all those daring plans causes the experience to falter as the hours wear on.

A Powerful Initial Impact

The Outer Worlds 2 makes a strong first impression. You belong to the Earth Directorate, a do-gooder institution dedicated to controlling unscrupulous regimes and corporations. After some serious turmoil, you wind up in the Arcadia sector, a outpost divided by hostilities between Auntie's Choice (the product of a combination between the first game's two major companies), the Protectorate (groupthink pushed to its most dire end), and the Order of the Ascendant (like the Catholic church, but with mathematics rather than Jesus). There are also a number of fissures tearing holes in space and time, but right now, you really need access a communication hub for urgent communications needs. The issue is that it's in the heart of a combat area, and you need to determine how to get there.

Following the original, Outer Worlds 2 is a FPS adventure with an main narrative and dozens of secondary tasks spread out across various worlds or zones (big areas with a lot to uncover, but not open-world).

The initial area and the process of getting to that communication station are spectacular. You've got some humorous meetings, of course, like one that involves a farmer who has given excessive sugary treats to their favorite crab. Most lead you to something useful, though β€” an unforeseen passage or some additional intelligence that might open a different path onward.

Memorable Events and Overlooked Possibilities

In one notable incident, you can encounter a Guardian defector near the bridge who's about to be eliminated. No task is tied to it, and the only way to find it is by searching and paying attention to the environmental chatter. If you're swift and sufficiently cautious not to let him get killed, you can save him (and then save his deserter lover from getting killed by beasts in their lair later), but more connected with the task at hand is a electrical conduit obscured in the foliage in the vicinity. If you follow it, you'll find a concealed access point to the relay station. There's a different access point to the station's underground tunnels stashed in a cavern that you might or might not detect based on when you follow a specific companion quest. You can encounter an easily missable individual who's crucial to rescuing a person 20 hours later. (And there's a stuffed animal who indirectly convinces a group of troops to fight with you, if you're nice enough to rescue it from a explosive area.) This opening chapter is packed and thrilling, and it seems like it's overflowing with substantial plot opportunities that benefits you for your curiosity.

Diminishing Anticipations

Outer Worlds 2 doesn't fulfill those opening anticipations again. The following key zone is arranged comparable to a location in the first Outer Worlds or Avowed β€” a large region scattered with points of interest and secondary tasks. They're all thematically relevant to the conflict between Auntie's Option and the Ascendant Brotherhood, but they're also mini-narratives isolated from the central narrative narratively and geographically. Don't anticipate any environmental clues leading you to alternative options like in the opening region.

In spite of pushing you toward some hard calls, what you do in this zone's side quests is inconsequential. Like, it genuinely is irrelevant, to the extent that whether you permit atrocities or guide a band of survivors to their death results in nothing but a throwaway line or two of conversation. A game doesn't need to let every quest affect the narrative in some major, impactful way, but if you're compelling me to select a side and giving the impression that my decision is important, I don't think it's unreasonable to anticipate something additional when it's over. When the game's previously demonstrated that it can be better, anything less feels like a compromise. You get more of everything like Obsidian promised, but at the price of depth.

Daring Ideas and Missing Drama

The game's second act tries something similar to the central framework from the opening location, but with noticeably less panache. The concept is a daring one: an linked task that covers two planets and urges you to solicit support from various groups if you want a more straightforward journey toward your goal. Beyond the repeat setup being a slightly monotonous, it's also lacking the drama that this type of situation should have. It's a "bargain with evil" moment. There should be difficult trade-offs. Your connection with each alliance should be important beyond earning their approval by doing new tasks for them. All this is lacking, because you can merely power through on your own and complete the mission anyway. The game even makes an effort to hand you methods of doing this, pointing out alternate routes as secondary goals and having allies tell you where to go.

It's a consequence of a larger problem in Outer Worlds 2: the fear of permitting you to feel dissatisfied with your choices. It frequently goes too far in its attempts to make sure not only that there's an alternative path in most cases, but that you realize its presence. Locked rooms practically always have several entry techniques marked, or nothing worthwhile within if they do not. If you {can't

Brandon Flores
Brandon Flores

An amateur astronomer and science writer passionate about making the universe accessible to everyone through engaging content.