Outer Worlds 2 Doesn't Quite Reach the Summit

More expansive isn't necessarily better. That's a tired saying, yet it's also the truest way to sum up my feelings after devoting many hours with The Outer Worlds 2. The development team added more of all aspects to the sequel to its 2019's sci-fi RPG — more humor, foes, firearms, traits, and places, everything that matters in games like this. And it operates excellently — for a little while. But the weight of all those daring plans causes the experience to falter as the game progresses.

A Strong Initial Impact

The Outer Worlds 2 creates a powerful opening statement. You belong to the Earth Directorate, a well-intentioned organization focused on controlling corrupt governments and businesses. After some serious turmoil, you find yourself in the Arcadia sector, a outpost divided by war between Auntie's Option (the product of a union between the first game's two big corporations), the Protectorate (collectivism pushed to its most dire end), and the Ascendant Brotherhood (like the Catholic church, but with mathematics instead of Jesus). There are also a number of rifts causing breaches in the universe, but right now, you really need access a transmission center for urgent communications purposes. The issue is that it's in the heart of a warzone, and you need to figure out how to arrive.

Similar to the first game, Outer Worlds 2 is a first-person RPG with an central plot and dozens of side quests distributed across different planets or regions (big areas with a lot to uncover, but not open-world).

The initial area and the task of getting to that comms station are impressive. You've got some humorous meetings, of course, like one that features a rancher who has fed too much sweet grains to their beloved crustacean. Most guide you to something helpful, though — an unexpected new path or some fresh information that might unlock another way ahead.

Unforgettable Events and Lost Possibilities

In one unforgettable event, you can come across a Protectorate deserter near the viaduct who's about to be eliminated. No mission is associated with it, and the only way to find it is by exploring and listening to the ambient dialogue. If you're swift and careful enough not to let him get defeated, you can rescue him (and then protect his runaway sweetheart from getting slain by monsters in their refuge later), but more pertinent to the task at hand is a energy cable hidden in the foliage close by. If you trace it, you'll locate a secret entry to the transmission center. There's an alternate entry to the station's drainage system stashed in a cave that you could or could not observe depending on when you follow a certain partner task. You can encounter an easily missable individual who's key to preserving a life down the line. (And there's a soft toy who indirectly convinces a squad of soldiers to fight with you, if you're kind enough to save it from a danger zone.) This beginning section is packed and engaging, and it feels like it's brimming with substantial plot opportunities that benefits you for your exploration.

Diminishing Anticipations

Outer Worlds 2 never lives up to those early hopes again. The next primary region is arranged like a location in the original game or Avowed — a large region sprinkled with notable locations and optional missions. They're all thematically relevant to the clash between Auntie's Option and the Ascendant Order, but they're also mini-narratives separated from the main story plot-wise and geographically. Don't look for any environmental clues directing you to alternative options like in the initial area.

Regardless of forcing you to make some difficult choices, what you do in this region's secondary tasks is inconsequential. Like, it really doesn't matter, to the extent that whether you permit atrocities or direct a collection of displaced people to their demise culminates in merely a casual remark or two of speech. A game doesn't have to let each mission affect the plot in some significant, theatrical manner, but if you're making me choose a faction and acting as if my decision counts, I don't believe it's unfair to expect something additional when it's concluded. When the game's already shown that it can be better, any reduction appears to be a compromise. You get expanded elements like the team vowed, but at the cost of substance.

Bold Concepts and Missing Drama

The game's second act endeavors an alike method to the primary structure from the first planet, but with clearly diminished flair. The idea is a courageous one: an linked task that covers several locations and urges you to request help from different factions if you want a easier route toward your goal. Aside from the repeat setup being a somewhat tedious, it's also lacking the suspense that this sort of circumstance should have. It's a "bargain with evil" moment. There should be tough compromise. Your connection with any group should be important beyond earning their approval by doing new tasks for them. Everything is lacking, because you can merely power through on your own and clear the objective anyway. The game even takes pains to provide you ways of achieving this, highlighting alternative paths as secondary goals and having partners advise you where to go.

It's a consequence of a broader issue in Outer Worlds 2: the anxiety of permitting you to feel dissatisfied with your decisions. It regularly exaggerates in its attempts to ensure not only that there's an alternative path in most cases, but that you are aware of it. Locked rooms nearly always have various access ways signposted, or no significant items within if they fail to. If you {can't

Todd Wilson
Todd Wilson

Tech writer and AI researcher passionate about demystifying complex technologies for a broader audience.