The Outer Worlds 2: A Satirical Take on Corporate Power, with a Twist of Microsoft's Reality
The sequel to the beloved sci-fi RPG is here, but its satirical edge may be blunted by its own developer's acquisition.
The Outer Worlds 2 begins with a bang, dropping players into a corporate merger that mirrors real-life events. Auntie Cleo and Spacer's Choice, two iconic in-game brands, have merged to create Auntie's Choice, a powerful entity that treats its employees as medieval serfs, all while maintaining a cheerful public image. This fictional scenario echoes the acquisition of Obsidian Entertainment by Microsoft in 2019, a move that sparked curiosity about the studio's creative freedom.
But here's where it gets controversial: Obsidian, now under Microsoft's wing, has crafted a game that satirizes corporate power and its potential for abuse. The game's narrative explores a cheerfully fascist organization caught between a megacorporation and a totalitarian government, a theme that feels eerily familiar.
Creative director Leonard Boyarsky and game director Brandon Adler emphasize that their games are not direct responses to current events, but rather, they explore timeless themes of power dynamics. Boyarsky and co-creator Tim Cain, known for the Fallout franchise, have a knack for creating worlds where factional conflicts and institutional mistrust drive intriguing gameplay. The Outer Worlds 2 continues this tradition, offering a unique take on American history, where unchecked corporate power leads to a dystopian future.
Within the first 15 minutes, players encounter a barrage of corporate satire: a mascot for a defense contractor, Starship Troopers-like propaganda, and an ad encouraging citizens to snitch on each other. This dark humor hints at a connection between corporate overreach and the rise of fascism, a theme that Boyarsky suggests is about powerlessness, even for those in charge.
Boyarsky's view is that everyone, including those in power, is a victim of the system they were raised in. This perspective, he believes, is a perfect fit for video games, as they allow players to explore these complex themes through interactive storytelling.
However, the irony is palpable. Obsidian's critique of corporate power is shadowed by its own acquisition by Microsoft. The studio assures that Microsoft has been supportive, but the timing and context of the game's release raise questions. The game's themes seem to resonate with Microsoft's real-life business dealings, such as its controversial relationship with the Israeli Ministry of Defense.
And this is the part most people miss: As players delve into The Outer Worlds 2, they'll encounter the Ministry of Accuracy, a propaganda machine that mirrors real-world information control. It's a clever narrative device, but it also raises the question: Is Obsidian's satire a reflection of their own reality?
The Outer Worlds 2 is available on PS5, Xbox, and PC, inviting players to unravel its satirical layers and decide for themselves. But the question remains: Can a game truly satirize corporate power when its own creators are entangled in the web of corporate mergers and acquisitions?
What do you think? Is The Outer Worlds 2's satire effective, or does Microsoft's involvement cast a shadow over its message? Share your thoughts in the comments below, and let's discuss the delicate balance between art and business in the gaming industry.