Outer Worlds 2 Struggles to Reach the Stars
Larger isn't always improved. That's a tired saying, but it's also the most accurate way to encapsulate my thoughts after devoting 50 hours with The Outer Worlds 2. Developer Obsidian included additional each element to the follow-up to its 2019's sci-fi RPG — increased comedy, enemies, weapons, traits, and places, everything that matters in titles of this genre. And it functions superbly — for a little while. But the load of all those grand concepts makes the game wobble as the game progresses.
An Impressive Opening Act
The Outer Worlds 2 establishes a solid first impression. You are part of the Earth Directorate, a do-gooder agency focused on restraining dishonest administrations and businesses. After some capital-D Drama, you wind up in the Arcadia sector, a outpost fractured by war between Auntie's Selection (the product of a combination between the previous title's two big corporations), the Guardians (groupthink extended to its most extreme outcome), and the Order of the Ascendant (like the Catholic church, but with math rather than Jesus). There are also a series of tears creating openings in the fabric of reality, but at this moment, you urgently require access a relay station for critical messaging reasons. The problem is that it's in the heart of a combat area, and you need to determine how to get there.
Following the original, Outer Worlds 2 is a FPS adventure with an main narrative and dozens of secondary tasks spread out across various worlds 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 remarkable. You've got some funny interactions, of course, like one that includes a agriculturalist who has given excessive sugary cereal to their preferred crab. Most guide you to something useful, though — an unforeseen passage or some fresh information that might open a different path ahead.
Unforgettable Events and Missed Opportunities
In one unforgettable event, you can find a Protectorate deserter near the bridge who's about to be eliminated. No mission is tied to it, and the only way to locate it is by exploring and paying attention to the ambient dialogue. If you're quick and alert enough not to let him get killed, you can preserve him (and then rescue his deserter lover from getting eliminated by monsters in their refuge later), but more connected with the current objective is a power line hidden in the undergrowth close by. If you trace it, you'll discover a hidden entrance to the communication hub. There's another entrance to the station's drainage system hidden away in a cave that you might or might not observe contingent on when you follow a certain partner task. You can encounter an easily missable person who's essential to rescuing a person down the line. (And there's a plush toy who indirectly convinces a group of troops to support you, if you're nice enough to rescue it from a explosive area.) This initial segment is packed and exciting, and it feels like it's brimming with rich storytelling potential that benefits you for your curiosity.
Waning Anticipations
Outer Worlds 2 doesn't fulfill those early hopes again. The second main area is arranged like a location in the original game or Avowed — a large region scattered with points of interest and optional missions. They're all story-appropriate to the conflict between Auntie's Choice and the Order of the Ascendant, but they're also vignettes detached from the main story narratively and spatially. Don't expect any contextual hints leading you to alternative options like in the first zone.
Despite pushing you toward some hard calls, what you do in this area's optional missions has no impact. Like, it truly has no effect, to the degree that whether you permit atrocities or direct a collection of displaced people to their death leads to nothing but a passing comment or two of conversation. A game isn't required to let each mission impact the story in some major, impactful way, but if you're making me choose a side and acting as if my decision counts, I don't believe it's unreasonable to hope for something additional when it's over. When the game's earlier revealed that it has greater potential, anything less appears to be a compromise. You get more of everything like Obsidian promised, but at the cost of substance.
Bold Concepts and Missing Tension
The game's middle section tries something similar to the primary structure from the first planet, but with distinctly reduced panache. The idea is a bold one: an related objective that extends across multiple worlds and encourages you to seek aid from different factions if you want a smoother path toward your aim. Aside from the repeat setup being a little tiresome, it's also just missing the drama that this kind of scenario should have. It's a "bargain with evil" moment. There should be difficult trade-offs. Your connection with either faction should count beyond gaining their favor by doing new tasks for them. Everything is lacking, because you can just blitz through on your own and clear the objective anyway. The game even makes an effort to give you ways of achieving this, highlighting alternate routes as secondary goals and having partners tell you where to go.
It's a side effect of a larger problem in Outer Worlds 2: the apprehension of permitting you to feel dissatisfied with your selections. It frequently overcompensates in its attempts to ensure not only that there's an alternate route in most cases, but that you know it exists. Locked rooms nearly always have various access ways indicated, or no significant items inside if they don't. If you {can't