Obsidian's Sequel Doesn't Quite Reach the Heights

Larger isn't always improved. That's a tired saying, however it's the best way to describe my thoughts after spending many hours with The Outer Worlds 2. Developer Obsidian expanded on each element to the next installment to its 2019's sci-fi RPG — increased comedy, enemies, arms, traits, and places, everything that matters in games like this. And it functions superbly — initially. But the load of all those ambitious ideas makes the game wobble as the hours wear on.

A Strong Opening Act

The Outer Worlds 2 makes a strong initial impact. You are a member of the Planetary Directorate, a altruistic institution focused on controlling unscrupulous regimes and businesses. After some major drama, you end up in the Arcadia region, a settlement splintered by war between Auntie's Selection (the outcome of a combination between the previous title's two large firms), the Protectorate (communalism pushed to its most extreme outcome), and the Order of the Ascendant (reminiscent of the Church, but with math instead of Jesus). There are also a bunch of rifts tearing holes in the universe, but right now, you urgently require get to a relay station for urgent communications needs. The challenge is that it's in the middle of a warzone, and you need to find a way to arrive.

Like its predecessor, Outer Worlds 2 is a first-person RPG with an central plot and dozens of secondary tasks spread out across different planets or regions (expansive maps with a plenty to explore, but not open-world).

The opening region and the task of reaching that relay hub are impressive. You've got some humorous meetings, of course, like one that involves a agriculturalist who has overindulged sugary cereal to their preferred crab. Most direct you toward something helpful, though — an unforeseen passage or some fresh information that might open a different path forward.

Memorable Events and Missed Chances

In one notable incident, you can come across a Protectorate deserter near the bridge who's about to be killed. No quest is tied to it, and the only way to locate it is by exploring and listening to the background conversation. If you're quick and sufficiently cautious not to let him get slain, you can preserve him (and then protect his defector partner from getting eliminated by creatures in their refuge later), but more connected with the immediate mission is a power line hidden in the grass in the vicinity. If you track it, you'll discover a concealed access point to the communication hub. There's a different access point to the station's drainage system tucked away in a grotto that you could or could not observe depending on when you pursue a certain partner task. You can locate an simple to miss person who's essential to rescuing a person much later. (And there's a stuffed animal who indirectly convinces a group of troops to fight with you, if you're kind enough to rescue it from a danger zone.) This initial segment is packed and engaging, and it appears as if it's brimming with deep narrative possibilities that rewards you for your curiosity.

Waning Hopes

Outer Worlds 2 doesn't fulfill those opening anticipations again. The following key zone is structured similar to a location in the original game or Avowed — a big area dotted with key sites and side quests. They're all story-appropriate to the clash between Auntie's Selection and the Ascendant Order, but they're also short stories separated from the primary plot in terms of story and geographically. Don't look for any world-based indicators leading you to new choices like in the initial area.

In spite of forcing you to make some difficult choices, what you do in this area's optional missions is inconsequential. Like, it truly has no effect, to the degree that whether you permit atrocities or lead a group of refugees to their end results in nothing but a throwaway line or two of dialogue. A game isn't required to let each mission influence the narrative in some significant, theatrical manner, but if you're forcing me to decide a group and giving the impression that my choice is important, I don't believe it's irrational to hope for something more when it's over. When the game's already shown that it is capable of more, any diminishment seems like a concession. You get more of everything like Obsidian promised, but at the expense of complexity.

Daring Ideas and Absent Stakes

The game's second act tries something similar to the main setup from the first planet, but with noticeably less style. The idea is a courageous one: an interconnected mission that extends across multiple worlds and urges you to solicit support from various groups if you want a easier route toward your aim. In addition to the recurring structure being a slightly monotonous, it's also absent the suspense that this type of situation should have. It's a "pact with the devil" moment. There should be tough compromise. Your connection with any group should matter beyond gaining their favor by doing new tasks for them. Everything is lacking, because you can just blitz through on your own and achieve the goal anyway. The game even goes out of its way to provide you methods of accomplishing this, indicating alternate routes as secondary goals and having companions advise you where to go.

It's a byproduct of a wider concern in Outer Worlds 2: the anxiety of permitting you to feel dissatisfied with your decisions. It frequently exaggerates in its attempts to ensure not only that there's an different way in many situations, but that you are aware of it. Secured areas almost always have various access ways marked, or nothing valuable inside if they don't. If you {can't

Susan French
Susan French

An experienced journalist with a passion for investigative reporting and a focus on Central European affairs.