Obsidian's Sequel Fails to Reach the Heights
Larger isn't always better. That's a tired saying, however it's the truest way to encapsulate my impressions after investing five dozen hours with The Outer Worlds 2. The development team included additional all aspects to the next installment to its 2019's science fiction role-playing game — more humor, foes, firearms, traits, and locations, all the essentials in games like this. And it functions superbly — for a little while. But the burden of all those daring plans leads to instability as the hours wear on.
An Impressive First Impression
The Outer Worlds 2 makes a strong initial impact. You are part of the Earth Directorate, a well-intentioned institution committed to restraining corrupt governments and companies. After some capital-D Drama, you wind up in the Arcadia system, a settlement splintered by conflict between Auntie's Option (the product of a union between the original game's two big corporations), the Defenders (collectivism extended to its most dire end), and the Ascendant Brotherhood (like the Catholic church, but with mathematics in place of Jesus). There are also a number of rifts tearing holes in the fabric of reality, but at this moment, you really need access a communication hub for pressing contact needs. The issue is that it's in the center of a combat area, and you need to find a way to arrive.
Like its predecessor, Outer Worlds 2 is a first-person role-playing game with an main narrative and numerous secondary tasks scattered across various worlds or regions (large spaces with a plenty to explore, but not fully open).
The first zone and the task of getting to that relay hub are impressive. You've got some goofy encounters, of course, like one that includes a agriculturalist who has fed too much sugary cereal to their favorite crab. Most lead you to something helpful, though — an unforeseen passage or some new bit of intel that might provide an alternate route forward.
Unforgettable Moments and Lost Opportunities
In one unforgettable event, you can come across a Defender runaway near the overpass who's about to be executed. No mission is associated with it, and the sole method to discover it is by exploring and hearing the environmental chatter. If you're quick and alert enough not to let him get defeated, you can rescue him (and then protect his deserter lover from getting eliminated by monsters in their refuge later), but more pertinent to the immediate mission is a energy cable concealed in the grass close by. If you trace it, you'll find a secret entry to the communication hub. There's another entrance to the station's sewers tucked away in a grotto that you could or could not notice depending on when you pursue a certain partner task. You can encounter an simple to miss individual who's crucial to rescuing a person 20 hours later. (And there's a stuffed animal who subtly persuades a squad of soldiers to join your cause, if you're kind enough to rescue it from a minefield.) This initial segment is dense and thrilling, and it seems like it's overflowing with deep narrative possibilities that rewards you for your exploration.
Waning Hopes
Outer Worlds 2 doesn't fulfill those initial expectations again. The next primary region is structured like a map in the first Outer Worlds or Avowed — a big area sprinkled with points of interest and secondary tasks. They're all thematically relevant to the conflict between Auntie's Selection and the Ascendant Order, but they're also short stories detached from the main story in terms of story and location-wise. Don't anticipate any contextual hints guiding you toward alternative options like in the first zone.
Despite compelling you to choose some hard calls, what you do in this area's optional missions is inconsequential. Like, it truly has no effect, to the degree that whether you allow violations or lead a group of refugees to their death leads to nothing but a passing comment or two of speech. A game doesn't need to let each mission impact the narrative in some major, impactful way, but if you're making me choose a side and giving the impression that my decision counts, I don't believe it's unfair to expect something additional when it's concluded. When the game's previously demonstrated that it can be better, any reduction appears to be a concession. You get additional content like the developers pledged, but at the cost of complexity.
Daring Ideas and Lacking Stakes
The game's second act endeavors an alike method to the primary structure from the first planet, but with distinctly reduced panache. The idea is a bold one: an interconnected mission that extends across several locations and motivates you to solicit support from assorted alliances if you want a more straightforward journey toward your goal. Aside from the recurring structure being a somewhat tedious, it's also absent the suspense that this sort of circumstance should have. It's a "pact with the devil" moment. There should be difficult trade-offs. Your relationship with each alliance should count beyond gaining their favor by performing extra duties for them. Everything is absent, because you can just blitz through on your own and complete the mission anyway. The game even takes pains to give you ways of achieving this, indicating alternative paths as additional aims and having companions inform you where to go.
It's a byproduct of a larger problem in Outer Worlds 2: the apprehension of permitting you to feel dissatisfied with your decisions. It regularly overcompensates out of its way to make sure not only that there's an different way in most cases, but that you know it exists. Secured areas almost always have various access ways marked, or nothing worthwhile inside if they fail to. If you {can't