Obsidian's Sequel Struggles to Reach the Heights
Larger isn't necessarily improved. It's an old adage, however it's the best way to encapsulate my impressions after devoting 50 hours with The Outer Worlds 2. The creators added more of everything to the follow-up to its prior sci-fi RPG — increased comedy, enemies, weapons, traits, and locations, all the essentials in titles of this genre. And it functions superbly — initially. But the load of all those daring plans makes the game wobble as the time passes.
A Strong First Impression
The Outer Worlds 2 makes a strong opening statement. You are part of the Earth Directorate, a well-intentioned agency committed to restraining unscrupulous regimes and companies. After some serious turmoil, you end up in the Arcadia sector, a colony fractured by hostilities between Auntie's Option (the outcome of a merger between the original game's two major companies), the Guardians (groupthink taken to its most extreme outcome), and the Ascendant Order (like the Catholic church, but with calculations in place of Jesus). There are also a number of tears tearing holes in the fabric of reality, but right now, you really need reach a transmission center for urgent communications needs. The challenge is that it's in the heart of a battlefield, and you need to figure out how to reach it.
Like its predecessor, Outer Worlds 2 is a FPS adventure with an central plot and dozens of side quests spread out across different planets or regions (large spaces with a lot to uncover, but not fully open).
The first zone and the process of reaching that comms station are impressive. You've got some goofy encounters, of course, like one that involves a agriculturalist who has overindulged sweet grains to their preferred crab. Most guide you to something useful, though — an unforeseen passage or some new bit of intel that might unlock another way onward.
Notable Events and Missed Chances
In one memorable sequence, you can come across a Protectorate deserter near the viaduct who's about to be eliminated. No mission is associated with it, and the exclusive means to find it is by investigating and hearing the ambient dialogue. If you're quick and sufficiently cautious not to let him get slain, you can save him (and then protect his defector partner from getting slain by monsters in their refuge later), but more pertinent to the task at hand is a energy cable concealed in the foliage nearby. If you track it, you'll locate a hidden entrance to the transmission center. There's an alternate entry to the station's underground tunnels hidden away in a cavern that you may or may not notice depending on when you follow a specific companion quest. You can encounter an simple to miss character who's crucial to preserving a life much later. (And there's a stuffed animal who indirectly convinces a group of troops to join your cause, if you're considerate enough to save it from a minefield.) This opening chapter is rich and engaging, and it seems like it's brimming with rich storytelling potential that compensates you for your inquisitiveness.
Fading Expectations
Outer Worlds 2 fails to meet those initial expectations again. The next primary region is organized like a map in the first Outer Worlds or Avowed — a large region dotted with points of interest and secondary tasks. They're all narratively connected to the conflict between Auntie's Option and the Ascendant Brotherhood, but they're also mini-narratives separated from the central narrative in terms of story and geographically. Don't anticipate any environmental clues leading you to new choices like in the first zone.
In spite of compelling you to choose some difficult choices, what you do in this zone's side quests doesn't matter. Like, it truly has no effect, to the degree that whether you enable war crimes or guide a band of survivors to their death leads to only a throwaway line or two of conversation. A game isn't required to let every quest influence the narrative in some significant, theatrical manner, but if you're forcing me to decide a group and acting as if my choice matters, I don't feel it's irrational to hope for something further when it's finished. When the game's earlier revealed that it has greater potential, any reduction seems like a concession. You get additional content like Obsidian promised, but at the expense of complexity.
Daring Ideas and Missing Drama
The game's intermediate phase tries something similar to the primary structure from the first planet, but with distinctly reduced panache. The concept is a bold one: an related objective that extends across multiple worlds and encourages you to seek aid from various groups if you want a easier route toward your aim. Beyond the recurring structure being a somewhat tedious, it's also lacking the suspense that this sort of circumstance should have. It's a "pact with the devil" moment. There should be difficult trade-offs. Your relationship with any group should be important beyond making them like you by performing extra duties for them. Everything is missing, because you can simply rush through on your own and achieve the goal anyway. The game even makes an effort to provide you means of doing this, highlighting alternate routes as additional aims and having companions advise you where to go.
It's a consequence of a broader issue in Outer Worlds 2: the anxiety of letting you be unhappy with your selections. It frequently goes too far in its efforts to ensure not only that there's an alternative path in most cases, but that you know it exists. Locked rooms practically always have multiple entry methods marked, or nothing valuable inside if they don't. If you {can't