Obsidian's Sequel Fails to Reach the Summit

More expansive isn't necessarily better. It's an old adage, but it's also the truest way to describe my impressions after spending many hours with The Outer Worlds 2. Developer Obsidian expanded on each element to the follow-up to its 2019's sci-fi RPG — more humor, enemies, weapons, characteristics, and settings, everything that matters in such adventures. And it works remarkably well — at first. But the burden of all those ambitious ideas leads to instability as the hours wear on.

A Strong Initial Impact

The Outer Worlds 2 establishes a solid opening statement. You are part of the Terran Directorate, a well-intentioned institution committed to restraining corrupt governments and companies. After some major drama, you find yourself in the Arcadia sector, a outpost fractured by hostilities between Auntie's Selection (the outcome of a combination between the first game's two big corporations), the Guardians (groupthink pushed to its most dire end), and the Order of the Ascendant (like the Catholic church, but with math instead of Jesus). There are also a series of tears causing breaches in space and time, but currently, you urgently require reach a communication hub for urgent communications needs. The challenge is that it's in the middle of a warzone, and you need to find a way to get there.

Like its predecessor, Outer Worlds 2 is a FPS adventure with an main narrative and dozens of side quests distributed across various worlds or regions (expansive maps with a lot to uncover, but not sandbox).

The first zone and the process of getting to that communication station are impressive. You've got some funny interactions, of course, like one that features a agriculturalist who has given excessive sugary treats to their favorite crab. Most direct you toward something useful, though — an unforeseen passage or some new bit of intel that might open a different path ahead.

Unforgettable Moments and Overlooked Opportunities

In one memorable sequence, you can encounter a Defender runaway near the overpass who's about to be eliminated. No quest is associated with it, and the exclusive means to find it is by exploring and paying attention to the background conversation. If you're swift and alert enough not to let him get defeated, you can preserve him (and then rescue his runaway sweetheart from getting eliminated by monsters in their hideout later), but more pertinent to the task at hand is a energy cable concealed in the undergrowth nearby. If you track it, you'll locate a hidden entrance to the transmission center. There's an alternate entry to the station's underground tunnels hidden away in a grotto that you could or could not detect depending on when you pursue a particular ally mission. You can find an easily missable character who's key to preserving a life 20 hours later. (And there's a plush toy who subtly persuades a team of fighters to support you, if you're considerate enough to protect it from a minefield.) This opening chapter is rich and thrilling, and it appears as if it's full of rich storytelling potential that rewards you for your curiosity.

Waning Expectations

Outer Worlds 2 fails to meet those early hopes again. The second main area is structured similar to a level in the original game or Avowed — a big area scattered with points of interest and optional missions. They're all narratively connected to the clash between Auntie's Selection and the Order of the Ascendant, but they're also mini-narratives separated from the primary plot in terms of story and spatially. Don't expect any contextual hints directing 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 extent that whether you permit atrocities or guide a band of survivors to their death culminates in only a passing comment or two of speech. A game doesn't need to let all tasks influence the plot in some big, dramatic fashion, but if you're forcing me to decide a group and acting as if my decision counts, I don't think it's irrational to anticipate something more when it's over. When the game's previously demonstrated that it is capable of more, any reduction feels like a trade-off. You get additional content like the team vowed, but at the expense of depth.

Ambitious Ideas and Missing Drama

The game's intermediate phase attempts a comparable approach to the central framework from the first planet, but with clearly diminished flair. The concept is a daring one: an linked task that spans multiple worlds and motivates you to request help from different factions if you want a smoother path toward your aim. Beyond the repeated framework being a somewhat tedious, it's also absent the tension that this kind of scenario should have. It's a "bargain with evil" moment. There should be tough compromise. Your association with any group should be important beyond gaining their favor by completing additional missions for them. Everything is absent, because you can simply rush through on your own and achieve the goal anyway. The game even makes an effort to provide you ways of accomplishing this, indicating alternative paths as optional objectives and having companions inform you where to go.

It's a consequence of a broader issue in Outer Worlds 2: the anxiety of letting you be unhappy with your decisions. It regularly exaggerates in its efforts to ensure not only that there's an different way in frequent instances, but that you know it exists. Secured areas nearly always have various access ways signposted, or nothing valuable internally if they fail to. If you {can't

Jessica Powers
Jessica Powers

A passionate wellness coach and writer dedicated to helping others find joy in everyday life through mindful practices.