The Outer Worlds 2 Struggles to Attain the Heights

Bigger isn't always improved. That's a tired saying, however it's the truest way to encapsulate my thoughts after spending five dozen hours with The Outer Worlds 2. The creators included additional everything to the follow-up to its 2019 science fiction role-playing game — more humor, enemies, firearms, traits, and places, everything that matters in games like this. And it works remarkably well — initially. But the burden of all those ambitious ideas leads to instability as the time passes.

An Impressive Initial Impact

The Outer Worlds 2 establishes a solid opening statement. You are a member of the Terran Directorate, a do-gooder organization dedicated to controlling corrupt governments and corporations. After some capital-D Drama, you wind up in the Arcadia region, a colony splintered by hostilities between Auntie's Option (the outcome of a merger between the previous title's two large firms), the Guardians (collectivism extended to its most dire end), and the Ascendant Order (like the Catholic church, but with calculations instead of Jesus). There are also a series of rifts creating openings in space and time, but at this moment, you absolutely must get to a transmission center for pressing contact needs. The problem is that it's in the middle of a warzone, and you need to determine how to get there.

Like its predecessor, Outer Worlds 2 is a FPS adventure with an main narrative and dozens of side quests scattered across different planets or zones (large spaces with a much to discover, but not sandbox).

The first zone and the task of getting to that communication station are impressive. You've got some goofy encounters, of course, like one that includes a rancher who has fed too much sugary cereal to their preferred crab. Most guide you to something useful, though — an unforeseen passage or some additional intelligence that might open a different path onward.

Notable Moments and Missed Chances

In one unforgettable event, you can come across a Guardian defector near the viaduct who's about to be executed. No task is associated with it, and the sole method to find it is by investigating 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 rescue his deserter lover from getting slain by creatures in their lair later), but more pertinent to the immediate mission is a electrical conduit concealed in the undergrowth close by. If you trace it, you'll find a hidden entrance to the relay station. There's a different access point to the station's sewers hidden away in a cave that you may or may not detect based on when you pursue a certain partner task. You can encounter an easily missable individual who's key to preserving a life much later. (And there's a stuffed animal who implicitly sways a team of fighters to fight with you, if you're nice enough to rescue it from a minefield.) This beginning section is packed and engaging, and it appears as if it's brimming with rich storytelling potential that rewards you for your exploration.

Waning Anticipations

Outer Worlds 2 doesn't fulfill those initial expectations again. The following key zone is structured like a map in the original game or Avowed — a big area dotted with notable locations and secondary tasks. They're all story-appropriate to the struggle between Auntie's Option and the Ascendant Order, but they're also short stories detached from the main story plot-wise and location-wise. Don't expect any environmental clues directing you to fresh decisions like in the opening region.

In spite of pushing you toward some difficult choices, what you do in this zone's side quests has no impact. Like, it truly has no effect, to the point where whether you permit atrocities or direct a collection of displaced people to their end results in merely a throwaway line or two of conversation. A game doesn't have to let all tasks impact the story in some big, dramatic fashion, but if you're compelling me to select a faction and pretending like my choice is important, I don't feel it's irrational to anticipate something more when it's concluded. When the game's earlier revealed that it has greater potential, anything less seems like a compromise. You get additional content like the team vowed, but at the expense of complexity.

Bold Concepts and Absent Tension

The game's second act attempts a comparable approach to the primary structure from the opening location, but with clearly diminished style. The idea is a bold one: an related objective that spans several locations and motivates you to seek aid from assorted alliances if you want a more straightforward journey toward your goal. Beyond the repeated framework being a slightly monotonous, it's also just missing the drama that this kind of scenario should have. It's a "deal with the demon" moment. There should be difficult trade-offs. Your relationship with each alliance should count beyond gaining their favor by performing extra duties for them. All this is missing, because you can merely power through on your own and complete the mission anyway. The game even takes pains to give you means of accomplishing this, pointing out different ways as optional objectives and having allies tell you where to go.

It's a side effect of a wider concern in Outer Worlds 2: the anxiety of allowing you to regret with your choices. It frequently goes too far in its attempts to guarantee not only that there's an alternative path in many situations, but that you know it exists. Closed chambers practically always have several entry techniques indicated, or nothing worthwhile internally if they do not. If you {can't

Erin Henson
Erin Henson

A passionate film critic with over a decade of experience, specializing in independent cinema and global film festivals.