Outer Worlds 2 Doesn't Quite Reach the Heights
More expansive isn't always improved. It's a cliché, yet it's also the truest way to sum up my impressions after spending five dozen hours with The Outer Worlds 2. The development team added more of each element to the sequel to its 2019 sci-fi RPG — more humor, enemies, weapons, characteristics, and settings, everything that matters in titles of this genre. And it operates excellently — for a little while. But the load of all those daring plans makes the game wobble as the game progresses.
An Impressive Initial Impact
The Outer Worlds 2 establishes a solid first impression. You belong to the Earth Directorate, a well-intentioned agency focused on curbing unscrupulous regimes and corporations. After some capital-D Drama, you find yourself in the Arcadia system, a outpost divided by conflict between Auntie's Option (the result of a union between the previous title's two big corporations), the Defenders (groupthink extended to its most extreme outcome), and the Ascendant Order (similar to the Catholic faith, but with mathematics instead of Jesus). There are also a number of tears causing breaches in space and time, but at this moment, you absolutely must reach a relay station for urgent communications purposes. The problem is that it's in the center of a battlefield, and you need to figure out how to reach it.
Following the original, Outer Worlds 2 is a FPS adventure with an main narrative and dozens of secondary tasks spread out across multiple locations or areas (big areas with a much to discover, but not sandbox).
The opening region and the journey of accessing that comms station are remarkable. You've got some funny interactions, of course, like one that features a agriculturalist who has overindulged sugary cereal to their favorite crab. Most guide you to something beneficial, though — an surprising alternative route or some new bit of intel that might provide an alternate route onward.
Unforgettable Events and Lost Opportunities
In one notable incident, you can encounter a Guardian defector near the overpass who's about to be killed. No quest is linked to it, and the exclusive means to locate it is by searching and hearing the environmental chatter. If you're quick and sufficiently cautious not to let him get killed, you can preserve him (and then protect his runaway sweetheart from getting slain by creatures in their lair later), but more connected with the immediate mission is a energy cable hidden in the foliage close by. If you track it, you'll find a secret entry to the communication hub. There's an alternate entry to the station's drainage system hidden away in a cave that you may or may not detect contingent on when you pursue a specific companion quest. You can find an simple to miss person who's essential to saving someone's life down the line. (And there's a stuffed animal who implicitly sways a team of fighters to fight with you, if you're kind enough to rescue it from a explosive area.) This opening chapter is rich and engaging, and it seems like it's overflowing with rich storytelling potential that compensates you for your exploration.
Fading Anticipations
Outer Worlds 2 fails to meet those initial expectations again. The next primary region is organized comparable to a level in the initial title or Avowed — a big area sprinkled with points of interest and side quests. They're all thematically relevant to the struggle between Auntie's Choice and the Ascendant Brotherhood, but they're also vignettes separated from the central narrative plot-wise and geographically. Don't anticipate any world-based indicators leading you to alternative options like in the opening region.
Regardless of pushing you toward some difficult choices, what you do in this zone's side quests is inconsequential. Like, it genuinely is irrelevant, to the extent that whether you allow violations or guide a band of survivors to their demise leads to merely a passing comment or two of conversation. A game doesn't need to let all tasks impact the plot in some major, impactful way, but if you're forcing me to decide a group and giving the impression that my choice counts, I don't think it's unreasonable to expect something additional when it's concluded. When the game's previously demonstrated that it can be better, any diminishment appears to be a concession. You get expanded elements like the team vowed, but at the price of depth.
Daring Concepts and Lacking Stakes
The game's second act attempts a comparable approach to the main setup from the initial world, but with distinctly reduced flair. The concept is a courageous one: an linked task that covers two planets and motivates you to request help from various groups if you want a smoother path toward your objective. In addition to the repeated framework being a somewhat tedious, it's also lacking the drama that this sort of circumstance should have. It's a "pact with the devil" moment. There should be difficult trade-offs. Your association with each alliance should matter beyond gaining their favor by performing extra duties for them. All this is absent, because you can simply rush through on your own and achieve the goal anyway. The game even goes out of its way to give you means of accomplishing this, highlighting alternative paths as secondary goals and having companions tell you where to go.
It's a byproduct of a wider concern in Outer Worlds 2: the fear of allowing you to regret with your choices. It regularly goes too far in its efforts to guarantee not only that there's an alternative path in most cases, but that you realize its presence. Secured areas practically always have multiple entry methods indicated, or nothing valuable within if they fail to. If you {can't