Obsidian's Sequel Doesn't Quite Achieve the Summit
Bigger isn't always superior. It's an old adage, yet it's also the most accurate way to describe my feelings after investing five dozen hours with The Outer Worlds 2. The development team included additional each element to the sequel to its 2019's science fiction role-playing game — additional wit, foes, weapons, characteristics, and locations, every important component in titles of this genre. And it functions superbly — for a little while. But the load of all those grand concepts leads to instability as the time passes.
A Powerful Initial Impact
The Outer Worlds 2 makes a strong first impression. You are part of the Earth Directorate, a do-gooder agency focused on restraining unscrupulous regimes and businesses. After some serious turmoil, you find yourself in the Arcadia region, a settlement splintered by conflict between Auntie's Selection (the result of a merger between the first game's two big corporations), the Protectorate (collectivism taken to its most extreme outcome), and the Ascendant Order (reminiscent of the Church, but with math instead of Jesus). There are also a series of fissures creating openings in the fabric of reality, but at this moment, you really need get to a relay station for critical messaging reasons. The problem is that it's in the heart of a warzone, and you need to determine how to get there.
Following the original, Outer Worlds 2 is a FPS adventure with an main narrative and numerous optional missions scattered across different planets or zones (big areas with a lot to uncover, but not sandbox).
The initial area and the journey of getting to that relay hub are remarkable. You've got some funny interactions, of course, like one that includes a farmer who has fed too much sweet grains to their beloved crustacean. Most direct you toward something beneficial, though — an unforeseen passage or some additional intelligence that might provide an alternate route forward.
Memorable Sequences and Lost Opportunities
In one memorable sequence, you can come across a Protectorate deserter near the bridge who's about to be executed. No task is associated with it, and the exclusive means to locate it is by exploring and paying attention to the environmental chatter. If you're fast and alert enough not to let him get slain, you can preserve him (and then rescue his runaway sweetheart from getting slain by monsters in their lair later), but more pertinent to the task at hand is a power line hidden in the foliage close by. If you track it, you'll find a concealed access point to the communication hub. There's an alternate entry to the station's drainage system stashed in a grotto that you might or might not notice depending on when you follow a specific companion quest. You can encounter an simple to miss individual who's essential to rescuing a person much later. (And there's a plush toy who implicitly sways a team of fighters to support you, if you're nice enough to save it from a danger zone.) This initial segment is dense and engaging, and it appears as if it's brimming with rich storytelling potential that benefits you for your curiosity.
Waning Hopes
Outer Worlds 2 doesn't fulfill those opening anticipations again. The following key zone is arranged like a location in the first Outer Worlds or Avowed — a big area sprinkled with key sites and secondary tasks. They're all story-appropriate to the clash between Auntie's Choice and the Ascendant Order, but they're also mini-narratives isolated from the primary plot narratively and location-wise. Don't anticipate any contextual hints leading you to new choices like in the opening region.
Despite compelling you to choose some hard calls, what you do in this region's secondary tasks is inconsequential. Like, it truly has no effect, to the point where whether you permit atrocities or lead a group of refugees to their death results in only a passing comment or two of speech. A game doesn't have to let all tasks affect the narrative in some major, impactful way, but if you're making me choose a group and giving the impression that my choice matters, I don't believe it's unfair to hope for something further when it's finished. When the game's already shown that it is capable of more, anything less appears to be a concession. You get additional content like the team vowed, but at the expense of substance.
Bold Concepts and Lacking Drama
The game's second act tries something similar to the main setup from the initial world, but with noticeably less style. The idea is a bold one: an linked task that extends across two planets and motivates you to request help from various groups if you want a more straightforward journey toward your aim. Beyond the repeat setup being a little tiresome, it's also just missing the tension that this kind of scenario should have. It's a "bargain with evil" moment. There should be hard concessions. Your relationship with any group should matter beyond making them like you by completing additional missions for them. All of this is lacking, because you can merely power through on your own and complete the mission anyway. The game even takes pains to hand you means of accomplishing this, pointing out alternate routes as optional objectives and having partners inform you where to go.
It's a byproduct of a broader issue in Outer Worlds 2: the anxiety of letting you be unhappy with your decisions. It frequently overcompensates out of its way to guarantee not only that there's an different way in many situations, but that you realize its presence. Secured areas almost always have multiple entry methods indicated, or nothing worthwhile within if they fail to. If you {can't