Obsidian's Sequel Struggles to Reach the Heights
Bigger doesn't necessarily mean improved. That's a tired saying, but it's also the most accurate way to describe my thoughts after devoting five dozen hours with The Outer Worlds 2. The creators added more of each element to the follow-up to its 2019 sci-fi RPG — additional wit, adversaries, arms, traits, and places, every important component in such adventures. And it functions superbly — initially. But the weight of all those daring plans leads to instability as the hours wear on.
A Powerful First Impression
The Outer Worlds 2 establishes a solid opening statement. You belong to the Planetary Directorate, a altruistic agency focused on controlling corrupt governments and companies. After some major drama, you find yourself in the Arcadia sector, a outpost splintered by conflict between Auntie's Selection (the result of a merger between the original game's two large firms), the Guardians (groupthink pushed to its worst logical conclusion), and the Ascendant Brotherhood (similar to the Catholic faith, but with math in place of Jesus). There are also a number of rifts creating openings in the fabric of reality, but at this moment, you absolutely must access a relay station for urgent communications needs. The issue is that it's in the heart of a battlefield, and you need to figure out how to get there.
Like its predecessor, Outer Worlds 2 is a first-person RPG with an main narrative and dozens of side quests spread out across multiple locations or areas (large spaces with a much to discover, but not fully open).
The initial area and the task of reaching that communication station are impressive. You've got some funny interactions, of course, like one that includes a farmer who has given excessive sugary treats to their preferred crab. Most guide you to something helpful, though — an unforeseen passage or some fresh information that might provide an alternate route ahead.
Memorable Events and Missed Chances
In one unforgettable event, you can find a Defender runaway near the overpass who's about to be killed. No mission is tied to it, and the sole method to discover it is by exploring and paying attention to the environmental chatter. If you're fast and sufficiently cautious not to let him get slain, you can rescue him (and then save his defector partner from getting slain by creatures in their lair later), but more connected with the task at hand is a energy cable concealed in the foliage in the vicinity. If you follow it, you'll find a concealed access point to the communication hub. There's a different access point to the station's sewers hidden away in a grotto that you might or might not detect depending on when you undertake a particular ally mission. You can find an simple to miss individual who's key to rescuing a person 20 hours later. (And there's a stuffed animal who subtly persuades a team of fighters to fight with you, if you're kind enough to rescue it from a explosive area.) This opening chapter is rich and engaging, and it appears as if it's full of rich storytelling potential that benefits you for your curiosity.
Fading Anticipations
Outer Worlds 2 never lives up to those early hopes again. The next primary region is structured similar to a location in the original game or Avowed — a big area sprinkled with points of interest and optional missions. They're all narratively connected to the struggle between Auntie's Option and the Order of the Ascendant, but they're also vignettes detached from the primary plot plot-wise and geographically. Don't anticipate any contextual hints guiding you toward alternative options like in the first zone.
Regardless of pushing you toward some tough decisions, what you do in this area's optional missions is inconsequential. Like, it really doesn't matter, to the degree that whether you permit atrocities or direct a collection of displaced people to their demise leads to merely a passing comment 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 forcing me to decide a faction and acting as if my selection is important, I don't think it's irrational to hope for something more when it's over. When the game's earlier revealed that it can be better, any reduction seems like a compromise. You get expanded elements like Obsidian promised, but at the cost of depth.
Bold Ideas and Missing Tension
The game's middle section attempts a comparable approach to the central framework from the first planet, but with clearly diminished panache. The notion is a courageous one: an related objective that covers several locations and motivates you to seek aid from various groups if you want a smoother path toward your goal. In addition to the recurring structure being a little tiresome, it's also absent the suspense that this sort of circumstance should have. It's a "bargain with evil" moment. There should be difficult trade-offs. Your connection with either faction should be important beyond making them like you by performing extra duties for them. All of this is missing, because you can simply rush through on your own and achieve the goal anyway. The game even takes pains to give you methods of doing this, highlighting alternate routes as optional objectives and having allies inform 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 decisions. It regularly exaggerates in its attempts to ensure not only that there's an different way in most cases, but that you are aware of it. Secured areas nearly always have various access ways marked, or nothing worthwhile within if they do not. If you {can't