Obsidian's Sequel Struggles to Attain the Summit
Bigger doesn't necessarily mean improved. It's an old adage, but it's also the best way to describe my thoughts after spending five dozen hours with The Outer Worlds 2. Developer Obsidian expanded on everything to the sequel to its 2019's sci-fi RPG — additional wit, enemies, 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 game progresses.
An Impressive First Impression
The Outer Worlds 2 makes a strong initial impact. You belong to the Earth Directorate, a altruistic organization focused on restraining unscrupulous regimes and corporations. After some serious turmoil, you wind up in the Arcadia region, a settlement divided by conflict between Auntie's Choice (the product of a combination between the original game's two large firms), the Protectorate (collectivism taken to its worst logical conclusion), and the Order of the Ascendant (like the Catholic church, but with calculations rather than Jesus). There are also a number of fissures creating openings in the fabric of reality, but right now, you urgently require access a communication hub for pressing contact purposes. The problem is that it's in the center of a warzone, and you need to determine how to arrive.
Similar to the first game, Outer Worlds 2 is a first-person RPG with an central plot and numerous secondary tasks scattered across multiple locations or regions (expansive maps with a much to discover, but not sandbox).
The initial area and the process of accessing that comms station are impressive. You've got some goofy encounters, of course, like one that features a rancher who has fed too much sweet grains to their favorite crab. Most lead you to something helpful, though — an surprising alternative route or some new bit of intel that might unlock another way ahead.
Unforgettable Events and Lost Opportunities
In one memorable sequence, you can come across a Defender runaway near the bridge who's about to be killed. No task is linked to it, and the only way to find it is by exploring and listening to the environmental chatter. If you're swift and careful enough not to let him get slain, you can preserve him (and then protect his deserter lover from getting eliminated by monsters in their hideout later), but more connected with the task at hand is a power line concealed in the undergrowth close by. If you follow it, you'll discover a hidden entrance to the transmission center. There's a different access point to the station's underground tunnels stashed in a cave that you could or could not observe based on when you follow a specific companion quest. You can find an simple to miss character who's crucial 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 nice enough to save it from a minefield.) This initial segment is rich and engaging, and it feels like it's overflowing with rich storytelling potential that benefits you for your exploration.
Waning Anticipations
Outer Worlds 2 never lives up to those initial expectations again. The second main area is organized like a location in the initial title or Avowed — a expansive territory dotted with key sites and optional missions. They're all thematically relevant to the clash between Auntie's Selection and the Order of the Ascendant, but they're also mini-narratives detached from the main story in terms of story and spatially. Don't anticipate any environmental clues directing you to fresh decisions like in the first zone.
Despite compelling you to choose some hard calls, what you do in this zone's side quests is inconsequential. Like, it truly has no effect, to the degree that whether you enable war crimes or guide a band of survivors to their death culminates in nothing but a passing comment or two of conversation. A game isn't required to let all tasks affect the story in some big, dramatic fashion, but if you're making me choose a side and giving the impression that my choice matters, I don't feel it's unreasonable to expect something further when it's over. When the game's already shown that it can be better, any diminishment appears to be a compromise. You get more of everything like Obsidian promised, but at the cost of depth.
Daring Ideas and Lacking Tension
The game's second act endeavors an alike method to the main setup from the initial world, but with noticeably less style. The notion is a daring one: an interconnected mission that covers several locations and encourages you to solicit support from assorted alliances if you want a more straightforward journey toward your objective. In addition to the recurring structure being a little tiresome, it's also absent the tension that this kind of scenario should have. It's a "deal with the demon" moment. There should be hard concessions. Your relationship with either faction should count beyond gaining their favor by completing additional missions for them. All of this is missing, because you can merely power through on your own and complete the mission anyway. The game even makes an effort to provide you means of doing this, indicating alternative paths as optional objectives and having partners advise you where to go.
It's a byproduct of a larger problem in Outer Worlds 2: the fear of allowing you to regret with your decisions. It regularly goes too far out of its way to ensure not only that there's an alternative path in most cases, but that you are aware of it. Locked rooms nearly always have multiple entry methods indicated, or nothing valuable inside if they don't. If you {can't