More expansive doesn't necessarily mean superior. It's an old adage, but it's also the most accurate way to sum up my thoughts after investing 50 hours with The Outer Worlds 2. The development team added more of all aspects to the follow-up to its 2019 science fiction role-playing game — additional wit, foes, weapons, attributes, and places, everything that matters in games like this. And it functions superbly — at first. But the weight of all those daring plans leads to instability as the time passes.
A Strong First Impression
The Outer Worlds 2 establishes a solid first impression. You belong to the Terran Directorate, a altruistic agency committed to curbing unscrupulous regimes and corporations. After some major drama, you wind up in the Arcadia system, a settlement splintered by hostilities between Auntie's Option (the outcome of a union between the first game's two big corporations), the Protectorate (groupthink pushed to its most dire end), and the Ascendant Brotherhood (like the Catholic church, but with mathematics rather than Jesus). There are also a bunch of fissures causing breaches in space and time, but at this moment, you really need access a relay station for critical messaging purposes. The problem is that it's in the heart of a warzone, and you need to figure out how to get there.
Like its predecessor, Outer Worlds 2 is a FPS adventure with an main narrative and many optional missions scattered across different planets or areas (expansive maps with a much to discover, but not fully open).
The initial area and the process of accessing that communication station are remarkable. You've got some funny interactions, of course, like one that involves a rancher who has overindulged sweet grains to their preferred crab. Most lead you to something helpful, though — an unexpected new path or some additional intelligence that might unlock another way onward.
Notable Events and Overlooked Possibilities
In one unforgettable event, you can encounter a Defender runaway near the bridge who's about to be eliminated. No mission is associated with it, and the only way to find it is by investigating and hearing the ambient dialogue. If you're fast and careful enough not to let him get defeated, you can rescue him (and then protect his deserter lover from getting slain by creatures in their hideout later), but more relevant to the current objective is a electrical conduit concealed in the undergrowth nearby. If you follow it, you'll discover a concealed access point to the transmission center. There's a different access point to the station's underground tunnels stashed in a grotto that you could or could not notice contingent on when you pursue a specific companion quest. You can encounter an readily overlooked person who's key to saving someone's life 20 hours later. (And there's a plush toy who implicitly sways a squad of soldiers to fight with you, if you're nice enough to rescue it from a danger zone.) This beginning section is dense and engaging, and it seems like it's overflowing with substantial plot opportunities that benefits you for your exploration.
Diminishing Hopes
Outer Worlds 2 never lives up to those initial expectations again. The next primary region is organized similar to a map in the original game or Avowed — a large region scattered with notable locations and side quests. They're all thematically relevant to the struggle between Auntie's Option and the Order of the Ascendant, but they're also short stories isolated from the central narrative in terms of story and geographically. Don't anticipate any environmental clues directing you to new choices like in the opening region.
Regardless of forcing you to make some hard calls, what you do in this zone's side quests has no impact. Like, it genuinely is irrelevant, to the degree that whether you permit atrocities or direct a collection of displaced people to their death culminates in only a throwaway line or two of conversation. A game doesn't have to let each mission affect the narrative in some major, impactful way, but if you're forcing me to decide a faction and acting as if my decision is important, I don't feel it's unreasonable to expect something additional when it's concluded. When the game's earlier revealed that it can be better, any diminishment seems like a concession. You get additional content like the developers pledged, but at the expense of depth.
Ambitious Concepts and Absent Stakes
The game's second act tries something similar to the primary structure from the initial world, but with clearly diminished style. The notion is a courageous one: an linked task that covers two planets and motivates you to request help from different factions if you want a more straightforward journey toward your goal. In addition to the recurring structure being a slightly monotonous, it's also just missing the tension that this kind of scenario should have. It's a "bargain with evil" moment. There should be hard concessions. Your relationship with either faction should be important beyond making them like you by doing new tasks for them. Everything is lacking, because you can just blitz through on your own and clear the objective anyway. The game even goes out of its way to hand you ways of accomplishing this, indicating different ways as optional objectives and having allies inform you where to go.
It's a byproduct of a larger problem in Outer Worlds 2: the fear of allowing you to regret with your selections. It frequently overcompensates in its attempts to ensure not only that there's an alternate route in most cases, but that you realize its presence. Secured areas practically always have multiple entry methods indicated, or no significant items inside if they fail to. If you {can't