The Outer Worlds 2 Struggles to Attain the Summit

More expansive isn't necessarily improved. It's a cliché, but it's also the most accurate way to encapsulate my impressions after spending 50 hours with The Outer Worlds 2. The development team added more of each element to the follow-up to its 2019 science fiction role-playing game — more humor, enemies, weapons, attributes, and places, all the essentials in games like this. And it functions superbly — initially. But the load of all those daring plans makes the game wobble as the game progresses.

A Powerful Opening Act

The Outer Worlds 2 establishes a solid first impression. You belong to the Earth Directorate, a altruistic organization committed to curbing unscrupulous regimes and businesses. After some serious turmoil, you find yourself in the Arcadia region, a settlement fractured by hostilities between Auntie's Choice (the result of a union between the first game's two large firms), the Defenders (collectivism taken to its most extreme outcome), and the Order of the Ascendant (similar to the Catholic faith, but with calculations instead of Jesus). There are also a bunch of rifts tearing holes in space and time, but at this moment, you really need reach a transmission center for critical messaging needs. The issue is that it's in the middle of a combat area, and you need to determine how to get there.

Following the original, Outer Worlds 2 is a first-person role-playing game with an central plot and numerous secondary tasks spread out across multiple locations or regions (expansive maps with a much to discover, but not open-world).

The opening region and the process of accessing that comms station are spectacular. You've got some humorous meetings, of course, like one that features a rancher who has given excessive sugary cereal to their favorite crab. Most direct you toward something useful, though — an unexpected new path or some fresh information that might open a different path onward.

Memorable Events and Overlooked Possibilities

In one unforgettable event, you can find a Guardian defector near the overpass who's about to be killed. No quest is associated with it, and the sole method to find it is by exploring and hearing the environmental chatter. If you're swift and sufficiently cautious not to let him get killed, you can save him (and then save his defector partner from getting killed by beasts in their lair later), but more relevant to the immediate mission is a power line concealed in the undergrowth close by. If you track it, you'll find a secret entry to the communication hub. There's another entrance to the station's underground tunnels hidden away in a cavern that you could or could not detect based on when you pursue a particular ally mission. You can encounter an simple to miss person who's key to preserving a life much later. (And there's a plush toy who indirectly convinces a squad of soldiers to join your cause, if you're kind enough to rescue it from a minefield.) This opening chapter is packed and engaging, and it feels like it's brimming with rich storytelling potential that benefits you for your exploration.

Fading Hopes

Outer Worlds 2 never lives up to those early hopes again. The second main area is arranged like a level in the first Outer Worlds or Avowed — a big area dotted with notable locations and side quests. They're all thematically relevant to the clash between Auntie's Choice and the Ascendant Brotherhood, but they're also mini-narratives detached from the primary plot in terms of story and geographically. Don't anticipate any world-based indicators guiding you toward new choices like in the first zone.

In spite of compelling you to choose some difficult choices, what you do in this region's secondary tasks has no impact. Like, it genuinely is irrelevant, to the degree that whether you allow violations or lead a group of refugees to their death results in nothing but a throwaway line or two of speech. A game doesn't need to let every quest influence the narrative in some major, impactful way, but if you're making me choose a faction and giving the impression that my decision is important, I don't believe it's unreasonable to anticipate something more when it's finished. When the game's already shown that it is capable of more, any diminishment feels like a concession. You get additional content like Obsidian promised, but at the price of substance.

Ambitious Plans and Missing Drama

The game's middle section endeavors an alike method to the main setup from the initial world, but with noticeably less flair. The idea is a bold 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 aim. Beyond the repeated framework being a little tiresome, it's also lacking the tension that this type of situation should have. It's a "pact with the devil" moment. There should be hard concessions. Your connection with either faction should matter beyond making them like you by doing new tasks for them. All of this is missing, because you can just blitz through on your own and achieve the goal anyway. The game even takes pains to provide you ways of accomplishing this, pointing out different ways as secondary goals and having partners inform you where to go.

It's a side effect of a larger problem in Outer Worlds 2: the anxiety of letting you be unhappy with your decisions. It often overcompensates in its attempts to guarantee not only that there's an alternate route in many situations, but that you realize its presence. Closed chambers practically always have multiple entry methods signposted, or no significant items inside if they do not. If you {can't

Ryan Vazquez
Ryan Vazquez

Elara is a novelist and writing coach with a passion for helping writers find their unique voice and tell compelling stories.