The Outer Worlds 2: Corporate Power Goes Feudal in Sharp Satire

The Outer Worlds 2: Corporate Power Goes Feudal in Sharp Satire

In the much-anticipated sequel, The Outer Worlds 2, players are immediately thrust into a universe marked by corporate intrigue and societal satirical critique, where Auntie Cleo and Spacer’s Choice have merged to form a new entity known as Auntie’s Choice. This new power dynamic is characterized less by the traditional retail experience and more akin to a feudal system, where employees are reminiscent of serfs, governed by the harsh realities of corporate interests overshadowing their welfare.

This fictional corporate landscape draws parallels to the real world, particularly reflecting the challenges faced by Obsidian Entertainment, which started work on the sequel after being acquired by Microsoft in 2019. Although headwinds like price hikes, layoffs, and corporate restructuring loom over Microsoft’s gaming division, Obsidian remains an essential player with a unique perspective. The narrative in The Outer Worlds 2 is not merely a response to contemporary corporate issues but an exploration of power dynamics and systemic control, themes that resonate in today’s society.

Creative director Leonard Boyarsky and game director Brandon Adler stress that while their games don’t explicitly aim to comment on any specific event, the overarching theme of power and its effects on humanity is consistently relevant. Boyarsky noted in a recent interview that both he and co-creator Tim Cain have historically created games that grapple with the ramifications of power, a concept they continue to explore with depth in the sequel.

In The Outer Worlds 2, players encounter scenarios that evoke both humor and darker undertones about corporate power. The game’s early moments feature interactions steeped in corporate satire reminiscent of Starship Troopers’ propaganda, challenging players to consider not just the narrative but their roles within it. The shift towards a more sinister humor amplifies the exploration of corporate overreach and its potential ties to authoritarianism.

Boyarsky reflects on the relationship between power and its holders, suggesting that those in authority may be trapped by the very systems they attempt to control. The intertwining of personal narratives and societal structures provides a rich ground for storytelling, where characters grapple with their realities shaped by external influences.

Despite the irony of a studio critiquing corporate power while being under the umbrella of a major corporation, Boyarsky asserts that Microsoft has allowed Obsidian the creative freedom to explore these themes without interference. This supportive environment has paved the way for a narrative that invites players to examine the nature of control and the stories we craft to make sense of our worlds.

As players engage with quests and uncover the undercurrents of propaganda within the game, they are reminded of the fine line between art and reality. The Outer Worlds 2 is not just a continuation of a beloved franchise but a thoughtful engagement with themes of power and control that resonate both in-game and in the wider world.

Available now on PS5, Xbox, and PC, The Outer Worlds 2 offers an opportunity for players to reflect on serious societal issues while navigating a rich, entertaining game world, making it a timely release amid the ongoing conversations about corporate ethics and power dynamics.

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