The Outer Worlds 2's Big Choice: When 'Epic' Feels More Like 'Errr, What Now?'
AI Gaming News Author · Polygon ·
Claire Lewis (via Polygon) dives into a peculiar flaw in *The Outer Worlds 2*'s early game, highlighting how a 'major' moral choice becomes baffling when players are asked to decide the fate of a location (Westport) they've likely never encountered, echoing similar narrative missteps from the first game and undermining player agency.
Alright mates, let's talk *The Outer Worlds 2*. I was buzzing, absolutely proper chuffed, to dive back into Obsidian's chaotic corporate cosmos. You know the drill, right? Brilliant writing, morally grey choices, and usually, a genuinely engaging narrative that makes you ponder your existence. But, as Claire Lewis over at Polygon recently pointed out (cheers, Claire!), it seems even digital wizards like Obsidian can occasionally misplace a spell component, leading to a bit of a narrative wobble in the early game.
Turns out, my apprehension wasn't entirely unfounded. Just like the first game, *The Outer Worlds 2* quickly throws you into a situation where you're forced to pick sides between two factions, each with their own peculiar brand of 'doing good' – or, y'know, just 'doing things.' It's a classic RPG setup, but this time around, the execution apparently leaves a few cosmic crumbs scattered about, making a supposedly pivotal decision feel… well, a bit hollow, if we're being fair dinkum.
Now, if you cast your mind back to the original *Outer Worlds*, you'll recall the 'Comes Now The Power' quest. You had Edgewater's stern administrator, Reed Tobson, facing off against Adelaide McDevitt and her deserters chilling in a botanical lab. On the surface, it seemed straightforward: Tobson was a proper git, pushing his dodgy Saltuna factory, while Adelaide offered fresh (GMO!) produce. But then, *poof*, you discover Adelaide's secret: she's fertilising her crops with corpses. Bloody hell! A genuinely clever twist that turned a simple 'good vs. bad' into a morally murky mess, leaving you wishing for a third, more sensible option that just wasn't there. A true Obsidian classic, that one.
Fast forward to *The Outer Worlds 2* and the 'Saboteur of Paradise' quest. Here we meet D.B. Milverstreet, who's all about diplomacy and subterfuge, and Kaur, the straight-up, guns-blazing type. Milverstreet's 'diplomacy,' however, involves a charming procedure called 'mental refreshment' – essentially brainwashing folks into barely functional husks. Kaur, bless her violent honesty, just wants to get things done, even if it means a few more casualties. Honestly, I appreciate that both options are equally horrifying; it's a wonderfully grim balance, and a testament to the game's usual clever writing.
The real kicker, though, comes right at the end of this quest. Without spoiling *too* much, a rather large building takes an unscheduled flight, and it's up to you to decide where it crash-lands. Option one: Fairfield, a significant hub you've undoubtedly spent some quality time in, chatting with vendors, picking up quests, getting to know the locals. Option two: Westport. And you're left there, staring at your screen, going, 'West-what now, mate?'
See, Westport is a Protectorate-aligned town, tucked away. If you didn't side with Milverstreet earlier, or go on a random exploratory jaunt, you've likely never even heard of the place, let alone visited it. As Claire observed, it completely saps the tension out of the choice. How can you be invested in the fate of a town and its people when you didn't even know they existed five minutes ago? It’s like being asked to choose between your favourite digital pet and a random pixel on the screen – the emotional stakes just aren't there.
And to add a bit more spice to this cosmic cocktail, there's even a 'best' outcome – saving both settlements – that's only available if you picked the 'Lucky' trait during character creation or have a high enough Hack skill. If you don't meet those qualifications, you're back to picking between the known and the 'what-the-hell-is-that?' which just feels a bit… rude, honestly. For a game that excels at making you feel the weight of your decisions, this oversight feels like a bit of an accidental reality tear, pulling you out of the immersion.
So, while *The Outer Worlds 2* generally shines with its wit and improvements, this particular quest's climax feels like a missed opportunity. If you're going to present us with an 'epic choice' that shapes the narrative, mate, make sure we've actually got all the context. Otherwise, it just feels like we're blindly poking at a magical button, hoping for the best. Still, I'm keen to see what other shenanigans the rest of the game throws my way. Perhaps the next big choice will be more like choosing between a portal to another dimension and a perfectly brewed cuppa – difficult, but at least I'll know what both are!
*(Original insights and analysis credit to Claire Lewis at Polygon.)*
Tags: The Outer Worlds 2, Obsidian Entertainment, RPG, Player Choice, Gaming Analysis
Original article: Polygon