The Outer Worlds 2 Doesn't Quite Reach the Summit

Larger doesn't necessarily mean better. That's a tired saying, however it's the best way to describe my impressions after devoting 50 hours with The Outer Worlds 2. The development team expanded on all aspects to the follow-up to its 2019 futuristic adventure — additional wit, enemies, arms, traits, and settings, every important component in games like this. And it operates excellently — for a little while. But the load of all those grand concepts leads to instability as the time passes.

A Powerful First Impression

The Outer Worlds 2 creates a powerful first impression. You are part of the Terran Directorate, a do-gooder organization dedicated to curbing corrupt governments and companies. After some major drama, you wind up in the Arcadia region, a settlement fractured by conflict between Auntie's Selection (the outcome of a merger between the first game's two large firms), the Defenders (communalism pushed to its most dire end), and the Ascendant Order (like the Catholic church, but with mathematics rather than Jesus). There are also a series of tears creating openings in space and time, but currently, you really need access a relay station for pressing contact reasons. The issue is that it's in the center of a warzone, and you need to figure out how to reach it.

Similar to the first game, Outer Worlds 2 is a first-person RPG with an overarching story and numerous side quests distributed across multiple locations or zones (big areas with a much to discover, but not fully open).

The first zone and the process of accessing that comms station are spectacular. You've got some humorous meetings, of course, like one that involves a rancher who has overindulged sugary treats to their preferred crab. Most guide you to something helpful, though — an surprising alternative route or some additional intelligence that might provide an alternate route forward.

Unforgettable Events and Overlooked Possibilities

In one unforgettable event, you can encounter a Defender runaway near the overpass who's about to be executed. No task is linked to it, and the only way to locate it is by searching and listening to the ambient dialogue. If you're swift and alert enough not to let him get defeated, you can rescue him (and then protect his runaway sweetheart from getting eliminated by creatures in their refuge later), but more connected with the task at hand is a electrical conduit concealed in the grass nearby. If you follow it, you'll find a hidden entrance to the relay station. There's an alternate entry to the station's drainage system stashed in a grotto that you could or could not detect depending on when you undertake a particular ally mission. You can locate an readily overlooked character who's essential to rescuing a person down the line. (And there's a soft toy who indirectly convinces a squad of soldiers to support you, if you're nice enough to protect it from a minefield.) This opening chapter is dense and engaging, and it appears as if it's overflowing with rich storytelling potential that benefits you for your inquisitiveness.

Diminishing Expectations

Outer Worlds 2 doesn't fulfill those early hopes again. The second main area is structured similar to a location in the first Outer Worlds or Avowed — a big area dotted with points of interest and side quests. They're all narratively connected to the conflict between Auntie's Selection and the Ascendant Brotherhood, but they're also vignettes detached from the central narrative narratively and spatially. Don't expect any world-based indicators leading you to new choices like in the opening region.

In spite of pushing you toward some difficult choices, what you do in this region's secondary tasks has no impact. Like, it truly has no effect, to the degree that whether you enable war crimes or guide a band of survivors to their end results in nothing but a passing comment or two of dialogue. A game doesn't have to let every quest affect the narrative in some major, impactful way, but if you're making me choose a faction and giving the impression that my selection is important, I don't believe it's irrational to hope for something further when it's finished. When the game's already shown that it is capable of more, any reduction feels like a trade-off. You get more of everything like the team vowed, but at the price of complexity.

Daring Concepts and Lacking Tension

The game's middle section endeavors an alike method to the central framework from the first planet, but with noticeably less style. The notion is a courageous one: an linked task that spans several locations and motivates you to solicit support from different factions if you want a easier route toward your goal. In addition to 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 hard concessions. Your association with any group should count beyond making them like you by performing extra duties for them. All this is missing, because you can just blitz through on your own and complete the mission anyway. The game even goes out of its way to give you means of accomplishing this, pointing out alternate routes as optional objectives and having companions inform you where to go.

It's a side effect of a larger problem in Outer Worlds 2: the apprehension of permitting you to feel dissatisfied with your selections. It often overcompensates in its attempts to make sure not only that there's an alternate route in frequent instances, but that you are aware of it. Closed chambers almost always have various access ways indicated, or nothing valuable within if they do not. If you {can't

Heidi Porter
Heidi Porter

Interior designer and home decor enthusiast with over 10 years of experience, sharing practical tips and creative ideas.