Skip to content
Rome Hiking

Outer Worlds 2 Fails to Achieve the Heights

More expansive isn't necessarily superior. That's a tired saying, but it's also the most accurate way to sum up my impressions after spending many hours with The Outer Worlds 2. The development team added more of all aspects to the sequel to its prior futuristic adventure — increased comedy, adversaries, arms, traits, and locations, everything that matters in games like this. And it operates excellently — initially. But the weight of all those grand concepts causes the experience to falter as the hours wear on.

A Strong Initial Impact

The Outer Worlds 2 makes a strong first impression. You are a member of the Terran Directorate, a do-gooder institution focused on controlling dishonest administrations and corporations. After some major drama, you wind up in the Arcadia system, a outpost splintered by war between Auntie's Choice (the result of a merger between the previous title's two big corporations), the Defenders (collectivism 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 series of rifts causing breaches in the fabric of reality, but right now, you absolutely must reach a communication hub for critical messaging needs. The issue is that it's in the middle of a combat area, and you need to find a way to reach it.

Following the original, Outer Worlds 2 is a first-person role-playing game with an overarching story and dozens of secondary tasks spread out across multiple locations or regions (large spaces with a much to discover, but not sandbox).

The first zone and the process of getting to that communication station are remarkable. You've got some funny interactions, of course, like one that involves a agriculturalist who has given excessive sugary cereal to their preferred crab. Most guide you to something useful, though — an unexpected new path or some fresh information that might open a different path onward.

Notable Sequences and Missed Opportunities

In one memorable sequence, you can come across a Guardian defector near the overpass who's about to be killed. No mission is tied to it, and the only way to find it is by exploring and paying attention to the ambient dialogue. If you're quick and sufficiently cautious not to let him get killed, you can preserve him (and then protect his deserter lover from getting slain by creatures in their lair later), but more relevant to the task at hand is a power line obscured in the undergrowth in the vicinity. If you trace it, you'll locate a secret entry to the communication hub. There's an alternate entry to the station's sewers hidden away in a grotto that you might or might not observe based on when you undertake a particular ally mission. You can find an easily missable individual who's essential to preserving a life 20 hours later. (And there's a soft toy who implicitly sways a group of troops to fight with you, if you're nice enough to rescue it from a explosive area.) This initial segment is packed and thrilling, and it appears as if it's brimming with substantial plot opportunities that compensates you for your curiosity.

Diminishing Expectations

Outer Worlds 2 never lives up to those opening anticipations again. The second main area is structured like a map in the original game or Avowed — a big area scattered with key sites and secondary tasks. They're all thematically relevant to the struggle between Auntie's Option and the Ascendant Brotherhood, but they're also mini-narratives detached from the primary plot plot-wise and geographically. Don't anticipate any environmental clues leading you to fresh decisions like in the initial area.

Despite forcing you to make some difficult choices, what you do in this area's optional missions is inconsequential. Like, it truly has no effect, to the point where whether you allow violations or guide a band of survivors to their demise results in nothing but a throwaway line 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 acting as if my choice counts, I don't feel it's unreasonable to hope for something further when it's over. When the game's previously demonstrated that it is capable of more, anything less seems like a trade-off. You get expanded elements like the developers pledged, but at the price of depth.

Bold Concepts and Missing Tension

The game's intermediate phase attempts a comparable approach to the central framework from the first planet, but with noticeably less flair. The concept is a courageous one: an interconnected mission that extends across several locations and motivates you to seek aid from various groups if you want a smoother path toward your goal. Aside from the repeated framework being a somewhat tedious, it's also absent the drama that this kind of scenario should have. It's a "deal with the demon" moment. There should be difficult trade-offs. Your connection with each alliance should count beyond gaining their favor by completing additional missions for them. All this is missing, because you can merely power through on your own and achieve the goal anyway. The game even makes an effort to provide you methods of achieving this, indicating alternative paths as additional aims and having partners inform you where to go.

It's a byproduct of a larger problem in Outer Worlds 2: the fear of letting you be unhappy with your decisions. It frequently exaggerates in its attempts to ensure not only that there's an alternate route in many situations, but that you realize its presence. Closed chambers almost always have multiple entry methods signposted, or nothing valuable internally if they do not. If you {can't

Written by

Lindsey Perry

A tech enthusiast and UX designer with over a decade of experience in creating user-centered digital products and sharing knowledge through writing.

Rome Hiking

Type to search articles.