The Outer Worlds 2 Doesn't Quite Reach the Heights
Larger doesn't necessarily mean superior. It's an old adage, but it's also the best way to describe my impressions after devoting 50 hours with The Outer Worlds 2. Developer Obsidian expanded on everything to the next installment to its prior futuristic adventure β more humor, foes, firearms, attributes, and locations, everything that matters in games like this. And it works remarkably well β initially. But the load of all those daring plans causes the experience to falter as the time passes.
An Impressive First Impression
The Outer Worlds 2 creates a powerful initial impact. You are a member of the Earth Directorate, a well-intentioned agency dedicated to controlling dishonest administrations and corporations. After some major drama, you wind up in the Arcadia region, a colony divided by hostilities between Auntie's Selection (the outcome of a union between the previous title's two big corporations), the Protectorate (communalism taken to its most dire end), and the Ascendant Brotherhood (reminiscent of the Church, but with math instead of Jesus). There are also a number of fissures causing breaches in the universe, but right now, you absolutely must get to a relay station for pressing contact purposes. The challenge is that it's in the center of a combat area, and you need to figure out how to reach it.
Following the original, Outer Worlds 2 is a first-person role-playing game with an overarching story and numerous secondary tasks scattered across various worlds or regions (expansive maps with a much to discover, but not sandbox).
The opening region and the task of reaching that comms station are spectacular. You've got some goofy encounters, of course, like one that features a farmer who has overindulged sugary cereal to their favorite crab. Most direct you toward something helpful, though β an unexpected new path or some new bit of intel that might open a different path forward.
Notable Sequences and Missed Possibilities
In one memorable sequence, you can find a Defender runaway near the bridge who's about to be eliminated. No quest is associated with it, and the sole method to discover it is by investigating and hearing the background conversation. If you're quick and alert enough not to let him get killed, you can preserve him (and then protect his defector partner from getting killed by creatures in their refuge later), but more pertinent to the immediate mission is a electrical conduit hidden in the undergrowth in the vicinity. If you trace it, you'll find a secret entry to the communication hub. There's a different access point to the station's underground tunnels tucked away in a cavern that you could or could not notice depending on when you undertake a particular ally mission. You can find an simple to miss individual who's essential to preserving a life much later. (And there's a plush toy who subtly persuades a squad of soldiers to support you, if you're considerate enough to save it from a explosive area.) This opening chapter is dense and engaging, and it seems like it's brimming with rich storytelling potential that compensates you for your curiosity.
Fading Hopes
Outer Worlds 2 never lives up to those initial expectations again. The second main area is arranged similar to a map in the original game or Avowed β a big area dotted with points of interest and optional missions. They're all narratively connected to the clash between Auntie's Option and the Ascendant Brotherhood, but they're also short stories isolated from the primary plot in terms of story and location-wise. Don't look for any contextual hints leading you to new choices like in the first zone.
Regardless of forcing you to make some difficult choices, what you do in this zone's side quests has no impact. Like, it really doesn't matter, to the degree that whether you permit atrocities or guide a band of survivors to their demise culminates in only a casual remark or two of dialogue. A game isn't required to let every quest influence the story in some major, impactful way, but if you're forcing me to decide a side and pretending like my selection counts, I don't believe it's unfair to expect something more when it's finished. When the game's previously demonstrated that it can be better, any diminishment seems like a compromise. You get expanded elements like Obsidian promised, but at the price of complexity.
Daring Ideas and Lacking Tension
The game's middle section tries something similar to the main setup from the opening location, but with noticeably less flair. The notion is a daring one: an interconnected mission that spans two planets and encourages you to request help from assorted alliances if you want a easier route toward your goal. Beyond the repeated framework being a little tiresome, it's also absent the suspense that this sort of circumstance should have. It's a "bargain with evil" moment. There should be hard concessions. Your association with any group should count beyond earning their approval by doing new tasks for them. Everything is missing, because you can merely power through on your own and clear the objective anyway. The game even goes out of its way to hand you ways of accomplishing this, pointing out alternate routes as secondary goals and having companions tell you where to go.
It's a byproduct of a larger problem in Outer Worlds 2: the apprehension of letting you be unhappy with your selections. It regularly overcompensates in its efforts to guarantee not only that there's an alternate route in many situations, but that you know it exists. Secured areas almost always have various access ways indicated, or nothing valuable internally if they don't. If you {can't