Obsidian's Sequel Fails to Reach the Summit
Bigger doesn't necessarily mean superior. It's a cliché, but it's also the most accurate way to encapsulate my impressions after investing many hours with The Outer Worlds 2. Developer Obsidian added more of all aspects to the follow-up to its 2019's science fiction role-playing game — increased comedy, foes, weapons, characteristics, and settings, every important component in such adventures. And it functions superbly — initially. But the weight of all those grand concepts leads to instability as the time passes.
A Powerful Initial Impact
The Outer Worlds 2 makes a strong opening statement. You are part of the Terran Directorate, a well-intentioned agency focused on controlling corrupt governments and businesses. After some serious turmoil, you find yourself in the Arcadia system, a settlement fractured by conflict between Auntie's Option (the product of a combination between the previous title's two big corporations), the Defenders (collectivism taken to its most extreme outcome), and the Order of the Ascendant (similar to the Catholic faith, but with calculations instead of Jesus). There are also a number of rifts creating openings in the fabric of reality, but right now, you really need get to a transmission center for pressing contact purposes. The problem is that it's in the heart of a combat area, and you need to find a way to reach it.
Following the original, Outer Worlds 2 is a first-person RPG with an main narrative and numerous side quests spread out across different planets or zones (expansive maps with a lot to uncover, but not sandbox).
The opening region and the journey of reaching that relay hub are spectacular. You've got some humorous meetings, of course, like one that involves a farmer who has fed too much sweet grains to their preferred crab. Most lead you to something beneficial, though — an unforeseen passage or some new bit of intel that might open a different path forward.
Unforgettable Sequences and Missed Possibilities
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 locate it is by searching and listening to the environmental chatter. If you're swift and careful enough not to let him get defeated, you can preserve him (and then save his defector partner from getting slain by monsters in their lair later), but more connected with the task at hand is a energy cable concealed in the grass nearby. If you track it, you'll discover a secret entry to the transmission center. There's a different access point to the station's underground tunnels tucked away in a grotto that you could or could not notice based on when you follow a specific companion quest. You can find an simple to miss person who's essential to saving someone's life much later. (And there's a soft toy who indirectly convinces a team of fighters to fight with you, if you're considerate enough to rescue it from a danger zone.) This opening chapter is packed and thrilling, and it feels like it's full of substantial plot opportunities that benefits you for your curiosity.
Diminishing Hopes
Outer Worlds 2 fails to meet those opening anticipations again. The following key zone is organized comparable to a location in the initial title or Avowed — a large region dotted with points of interest and side quests. They're all thematically relevant to the struggle between Auntie's Selection and the Ascendant Order, but they're also short stories separated from the primary plot narratively and location-wise. Don't anticipate any contextual hints directing you to new choices like in the initial area.
Regardless of compelling you to choose some hard calls, what you do in this zone's side quests has no impact. Like, it genuinely is irrelevant, to the extent that whether you permit atrocities or direct a collection of displaced people to their death leads to nothing but a casual remark or two of conversation. A game doesn't need to let every quest impact the story in some major, impactful way, but if you're forcing me to decide a group and pretending like my decision matters, I don't believe it's irrational to anticipate something more when it's concluded. When the game's already shown that it is capable of more, any diminishment feels like a trade-off. You get expanded elements like Obsidian promised, but at the price of depth.
Ambitious Concepts and Absent Stakes
The game's intermediate phase attempts a comparable approach to the primary structure from the first planet, but with noticeably less style. The notion is a courageous one: an interconnected mission that covers several locations and urges you to seek aid from different factions if you want a more straightforward journey toward your aim. Aside from the repeated framework being a somewhat tedious, it's also absent the suspense that this type of situation should have. It's a "deal with the demon" moment. There should be hard concessions. Your connection with each alliance should be important beyond earning their approval by performing extra duties for them. Everything is missing, because you can merely power through on your own and achieve the goal anyway. The game even goes out of its way to hand you methods of achieving this, highlighting alternate routes as additional aims and having partners inform you where to go.
It's a side effect of a broader issue in Outer Worlds 2: the fear of permitting you to feel dissatisfied with your decisions. It often goes too far out of its way to guarantee not only that there's an alternative path in most cases, but that you know it exists. Locked rooms nearly always have several entry techniques marked, or nothing worthwhile internally if they fail to. If you {can't