Obsidian's Sequel Fails to Achieve the Stars

Larger isn't always improved. It's an old adage, yet it's also the best way to describe my impressions after investing many hours with The Outer Worlds 2. Developer Obsidian expanded on all aspects to the sequel to its prior futuristic adventure — additional wit, foes, weapons, traits, and places, all the essentials in such adventures. And it works remarkably well — for a little while. But the load of all those daring plans causes the experience to falter as the hours wear on.

A Strong Initial Impact

The Outer Worlds 2 creates a powerful first impression. You are a member of the Earth Directorate, a well-intentioned organization committed to curbing unscrupulous regimes and corporations. After some capital-D Drama, you end up in the Arcadia sector, a outpost fractured by conflict between Auntie's Option (the product of a merger between the first game's two large firms), the Defenders (collectivism extended to its most dire end), and the Ascendant Order (reminiscent of the Church, but with math rather than Jesus). There are also a number of fissures creating openings in the universe, but currently, you really need access a communication hub for urgent communications purposes. The problem is that it's in the middle of a combat area, and you need to figure out how to reach it.

Following the original, Outer Worlds 2 is a FPS adventure with an central plot and many secondary tasks scattered across different planets or zones (big areas with a lot to uncover, but not sandbox).

The initial area and the task of getting to that relay hub are remarkable. You've got some humorous meetings, of course, like one that includes a farmer who has overindulged sweet grains to their beloved crustacean. Most guide you to something useful, though — an unexpected new path or some new bit of intel that might unlock another way forward.

Unforgettable Moments and Overlooked Opportunities

In one notable incident, you can encounter a Guardian defector near the overpass who's about to be killed. No task is tied to it, and the only way to find it is by searching and paying attention to the background conversation. If you're quick and alert enough not to let him get killed, you can preserve him (and then protect his defector partner from getting killed by monsters in their lair later), but more relevant to the current objective is a electrical conduit hidden in the undergrowth nearby. If you trace it, you'll discover a hidden entrance to the relay station. There's a different access point to the station's underground tunnels hidden away in a grotto that you might or might not notice contingent on when you follow a certain partner task. You can encounter an simple to miss character who's key to preserving a life 20 hours later. (And there's a soft toy who subtly persuades a squad of soldiers to join your cause, if you're nice enough to protect it from a explosive area.) This initial segment is rich and engaging, and it feels like it's overflowing with deep narrative possibilities that rewards you for your curiosity.

Diminishing Hopes

Outer Worlds 2 never lives up to those opening anticipations again. The second main area is arranged similar to a map in the original game or Avowed — a big area dotted with points of interest and secondary tasks. They're all thematically relevant to the clash between Auntie's Selection and the Ascendant Brotherhood, but they're also vignettes separated from the main story plot-wise and location-wise. Don't look for any environmental clues directing you to new choices like in the opening region.

In spite of compelling you to choose some tough decisions, what you do in this zone's side quests is inconsequential. Like, it genuinely is irrelevant, to the degree that whether you allow violations or direct a collection of displaced people to their end leads to nothing but a passing comment or two of dialogue. A game isn't required to let all tasks impact the narrative in some big, dramatic fashion, but if you're making me choose a group and acting as if my decision is important, I don't feel it's unreasonable to hope for something further when it's over. When the game's earlier revealed that it is capable of more, any reduction appears to be a concession. You get expanded elements like the team vowed, but at the price of complexity.

Ambitious Concepts and Absent Tension

The game's middle section tries something similar to the primary structure from the first planet, but with distinctly reduced flair. The concept is a courageous one: an related objective that spans multiple worlds and encourages you to seek aid from assorted alliances if you want a more straightforward journey toward your objective. Aside from the repeat setup being a slightly monotonous, it's also just missing the suspense that this type of situation should have. It's a "bargain with evil" moment. There should be tough compromise. Your association with any group should be important beyond earning their approval by doing new tasks for them. All this is lacking, 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 ways of doing this, indicating alternate routes as secondary goals and having companions advise you where to go.

It's a consequence of a larger problem in Outer Worlds 2: the apprehension of letting you be unhappy with your selections. It often goes too far out of its way to ensure not only that there's an alternative path in many situations, but that you know it exists. Secured areas practically always have various access ways marked, or nothing worthwhile within if they fail to. If you {can't

Derrick Gardner
Derrick Gardner

A passionate designer and educator with over a decade of experience in digital art and user interface design.