Obsidian's Sequel Struggles to Attain the Summit
More expansive isn't always better. It's a cliché, yet it's also the truest way to encapsulate my thoughts after devoting 50 hours with The Outer Worlds 2. The development team included additional all aspects to the next installment to its 2019's sci-fi RPG — increased comedy, enemies, arms, traits, and locations, every important component in such adventures. And it operates excellently — for a little while. But the load of all those grand concepts leads to instability as the time passes.
A Strong Opening Act
The Outer Worlds 2 creates a powerful opening statement. You are a member of the Terran Directorate, a altruistic agency committed to controlling corrupt governments and companies. After some serious turmoil, you end up in the Arcadia sector, a outpost fractured by hostilities between Auntie's Option (the outcome of a combination between the first game's two major companies), the Guardians (communalism pushed to its most extreme outcome), and the Ascendant Brotherhood (reminiscent of the Church, but with math instead of Jesus). There are also a bunch of tears tearing holes in space and time, but right now, you absolutely must access a relay station for pressing contact needs. 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 first-person role-playing game with an main narrative and numerous side quests scattered across multiple locations or zones (expansive maps with a lot to uncover, but not sandbox).
The first zone and the journey of getting to that relay hub are impressive. You've got some funny interactions, of course, like one that involves a agriculturalist who has overindulged sweet grains to their favorite crab. Most direct you toward something beneficial, though — an unforeseen passage or some new bit of intel that might open a different path onward.
Notable Events and Overlooked Possibilities
In one unforgettable event, you can find a Protectorate deserter near the overpass who's about to be killed. No quest is associated with it, and the only way to locate it is by searching and listening to the ambient dialogue. If you're fast and careful enough not to let him get killed, you can preserve him (and then protect his runaway sweetheart from getting eliminated by beasts in their lair later), but more pertinent to the immediate mission is a power line concealed in the grass in the vicinity. If you track it, you'll find a hidden entrance to the relay station. There's another entrance to the station's drainage system stashed in a cavern that you could or could not observe based on when you undertake a specific companion quest. You can encounter an simple to miss character who's essential to saving someone's life down the line. (And there's a plush toy who implicitly sways a team of fighters to support you, if you're kind enough to save it from a danger zone.) This opening chapter is dense and exciting, and it feels like it's brimming with rich storytelling potential that compensates you for your inquisitiveness.
Waning Anticipations
Outer Worlds 2 fails to meet those initial expectations again. The second main area is arranged like a map in the first Outer Worlds or Avowed — a large region sprinkled with notable locations and secondary tasks. They're all thematically relevant to the conflict between Auntie's Option and the Ascendant Order, but they're also mini-narratives detached from the primary plot plot-wise and location-wise. Don't anticipate any contextual hints leading you to alternative options like in the opening region.
In spite of forcing you to make some hard calls, what you do in this zone's side quests doesn't matter. Like, it genuinely is irrelevant, to the extent that whether you enable war crimes or lead a group of refugees to their end culminates in nothing but a throwaway line or two of speech. A game doesn't have to let every quest influence the plot in some major, impactful way, but if you're forcing me to decide a side and giving the impression that my decision matters, I don't feel it's unfair to anticipate something further when it's concluded. When the game's previously demonstrated that it has greater potential, any diminishment appears to be a concession. You get more of everything like the team vowed, but at the price of complexity.
Ambitious Ideas and Missing Drama
The game's second act attempts a comparable approach to the main setup from the initial world, but with clearly diminished style. The concept is a daring one: an linked task that covers two planets and motivates you to seek aid from different factions if you want a easier route toward your aim. In addition to the repeated framework being a little tiresome, it's also lacking the suspense that this kind of scenario should have. It's a "pact with the devil" moment. There should be tough compromise. Your association with either faction should matter beyond earning their approval by performing extra duties for them. Everything is absent, because you can merely power through on your own and clear the objective anyway. The game even makes an effort to hand you ways of doing this, highlighting alternative paths as secondary goals and having companions inform you where to go.
It's a byproduct of a larger problem in Outer Worlds 2: the apprehension of permitting you to feel dissatisfied with your selections. It often exaggerates in its attempts to ensure not only that there's an alternate route in frequent instances, but that you know it exists. Secured areas practically always have various access ways marked, or nothing worthwhile within if they do not. If you {can't