Obsidian's Sequel Struggles to Achieve the Stars

More expansive doesn't necessarily mean better. It's an old adage, yet it's also the truest way to encapsulate my thoughts after devoting many hours with The Outer Worlds 2. Developer Obsidian added more of everything to the follow-up to its 2019 futuristic adventure — more humor, adversaries, arms, attributes, and places, every important component in games like this. And it operates excellently — at first. But the load of all those grand concepts causes the experience to falter as the game progresses.

An Impressive First Impression

The Outer Worlds 2 creates a powerful first impression. You belong to the Earth Directorate, a well-intentioned agency dedicated to curbing corrupt governments and businesses. After some serious turmoil, you find yourself in the Arcadia system, a colony splintered by war between Auntie's Choice (the outcome of a merger between the first game's two major companies), the Protectorate (collectivism taken to its most extreme outcome), and the Ascendant Brotherhood (similar to the Catholic faith, but with mathematics instead of Jesus). There are also a bunch of fissures causing breaches in the fabric of reality, but at this moment, you urgently require access a transmission center for urgent communications purposes. The challenge is that it's in the middle of a combat area, and you need to determine 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 spread out across various worlds or zones (expansive maps with a lot to uncover, but not fully open).

The opening region and the task of getting to that relay hub are impressive. You've got some goofy encounters, of course, like one that includes a farmer who has given excessive sugary treats to their favorite crab. Most direct you toward something helpful, though — an unforeseen passage or some fresh information that might unlock another way onward.

Unforgettable Sequences and Lost Chances

In one memorable sequence, you can find a Guardian defector near the viaduct who's about to be executed. No quest is linked to it, and the sole method to find it is by searching and hearing the background conversation. If you're quick and alert enough not to let him get defeated, you can save him (and then protect his runaway sweetheart from getting killed by creatures in their hideout later), but more pertinent to the immediate mission is a power line obscured in the foliage nearby. If you follow it, you'll locate a concealed access point to the relay station. There's another entrance to the station's underground tunnels hidden away in a cave that you may or may not notice contingent on when you follow a specific companion quest. You can encounter an readily overlooked individual who's crucial to preserving a life down the line. (And there's a soft toy who indirectly convinces a team of fighters to support you, if you're considerate enough to save it from a danger zone.) This opening chapter is dense and exciting, and it appears as if it's full of rich storytelling potential that benefits you for your curiosity.

Diminishing Anticipations

Outer Worlds 2 never lives up to those initial expectations again. The next primary region is organized like a level in the initial title or Avowed — a expansive territory sprinkled with key sites and side quests. They're all story-appropriate to the conflict between Auntie's Selection and the Ascendant Order, but they're also mini-narratives detached from the central narrative narratively and spatially. Don't anticipate any world-based indicators directing you to new choices like in the opening region.

Regardless of pushing you toward some difficult choices, what you do in this zone's side quests doesn't matter. Like, it really doesn't matter, to the point where whether you permit atrocities or direct a collection of displaced people to their end leads to only a casual remark or two of conversation. A game isn't required to let every quest influence the story in some significant, theatrical manner, but if you're making me choose a faction and pretending like my choice is important, I don't believe it's unfair to expect something additional when it's concluded. When the game's previously demonstrated that it is capable of more, anything less seems like a concession. You get more of everything like the team vowed, but at the expense of complexity.

Ambitious Concepts and Absent Tension

The game's intermediate phase endeavors an alike method to the primary structure from the initial world, but with clearly diminished style. The idea is a bold one: an interconnected mission that extends across two planets and urges you to solicit support from various groups if you want a more straightforward journey toward your aim. Aside from the repeat setup being a somewhat tedious, it's also absent the tension that this type of situation should have. It's a "bargain with evil" moment. There should be hard concessions. Your relationship with either faction should matter beyond gaining their favor by doing new tasks for them. All of this is absent, because you can simply rush through on your own and clear the objective anyway. The game even takes pains to give you methods of doing this, indicating alternative paths as optional objectives and having allies advise you where to go.

It's a side effect of a larger problem in Outer Worlds 2: the apprehension of allowing you to regret with your decisions. It regularly overcompensates in its efforts to make sure not only that there's an alternate route in most cases, but that you are aware of it. Locked rooms nearly always have multiple entry methods marked, or nothing worthwhile within if they don't. If you {can't

Jasmine Pitts
Jasmine Pitts

A passionate traveler and storyteller, sharing insights from journeys across continents to inspire others to explore the world.