🔗 Share this article Obsidian's Sequel Doesn't Quite Reach the Summit More expansive isn't necessarily better. That's a tired saying, but it's also the best way to sum up my impressions after spending 50 hours with The Outer Worlds 2. The creators added more of all aspects to the sequel to its prior science fiction role-playing game — more humor, adversaries, firearms, traits, and places, all the essentials in titles of this genre. And it operates excellently — at first. But the burden of all those daring plans makes the game wobble as the hours wear on. A Powerful Initial Impact The Outer Worlds 2 creates a powerful opening statement. You belong to the Earth Directorate, a do-gooder agency dedicated to controlling corrupt governments and companies. After some serious turmoil, you end up in the Arcadia system, a settlement splintered by war between Auntie's Selection (the result of a combination between the original game's two big corporations), the Defenders (groupthink pushed to its most extreme outcome), and the Ascendant Order (reminiscent of the Church, but with mathematics in place of Jesus). There are also a bunch of fissures creating openings in the universe, but right now, you absolutely must reach a transmission center for urgent communications purposes. The problem is that it's in the heart of a warzone, and you need to determine how to arrive. Like its predecessor, Outer Worlds 2 is a FPS adventure with an overarching story and numerous side quests spread out across different planets or regions (big areas with a much to discover, but not sandbox). The opening region and the journey of accessing that relay hub are spectacular. You've got some goofy encounters, of course, like one that involves a farmer who has overindulged sugary cereal to their favorite crab. Most direct you toward something helpful, though — an unforeseen passage or some new bit of intel that might unlock another way forward. Unforgettable Moments and Lost Opportunities In one unforgettable event, you can come across a Guardian defector near the bridge who's about to be killed. No task is tied to it, and the only way to discover 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 refuge later), but more pertinent to the current objective is a power line concealed in the foliage close by. If you trace it, you'll find a secret entry to the relay station. There's another entrance to the station's underground tunnels tucked away in a grotto that you could or could not detect contingent on when you follow a specific companion quest. You can locate an readily overlooked character who's crucial to saving someone's life down the line. (And there's a plush toy who subtly persuades a team of fighters to support you, if you're kind enough to save it from a danger zone.) This beginning section is packed and engaging, and it appears as if it's full of substantial plot opportunities that compensates you for your exploration. Diminishing Expectations Outer Worlds 2 never lives up to those initial expectations again. The second main area is arranged comparable to a map in the first Outer Worlds or Avowed — a big area scattered with points of interest and optional missions. They're all story-appropriate to the conflict between Auntie's Choice and the Order of the Ascendant, but they're also mini-narratives separated from the main story narratively and geographically. Don't anticipate any environmental clues directing you to alternative options like in the first zone. Despite pushing you toward some tough decisions, what you do in this area's optional missions doesn't matter. Like, it genuinely is irrelevant, to the extent that whether you permit atrocities or direct a collection of displaced people to their end culminates in only a throwaway line or two of speech. A game doesn't need to let every quest impact the narrative in some big, dramatic fashion, but if you're compelling me to select a side and pretending like my selection counts, I don't think it's irrational to expect something more when it's concluded. When the game's earlier revealed that it can be better, any reduction appears to be a compromise. You get expanded elements like the team vowed, but at the cost of substance. Ambitious Ideas and Lacking Drama The game's intermediate phase attempts a comparable approach to the central framework from the first planet, but with distinctly reduced panache. The notion is a courageous one: an related objective that extends across two planets and encourages you to solicit support from different factions if you want a smoother path toward your objective. In addition to the repeated framework being a slightly monotonous, it's also just missing the tension that this sort of circumstance should have. It's a "bargain with evil" moment. There should be difficult trade-offs. Your association with any group should matter beyond gaining their favor by completing additional missions for them. All this is missing, because you can merely power through on your own and clear the objective anyway. The game even makes an effort to give you ways of doing this, indicating alternative paths as secondary goals and having companions advise you where to go. It's a byproduct of a broader issue in Outer Worlds 2: the apprehension of allowing you to regret with your decisions. It often exaggerates in its efforts to guarantee not only that there's an alternative path in most cases, but that you know it exists. Closed chambers almost always have multiple entry methods signposted, or nothing worthwhile inside if they don't. If you {can't