The Outer Worlds 2 makes a strong first impression. You belong to the Earth Directorate, a do-gooder organization dedicated to restraining corrupt governments and corporations. After some capital-D Drama, you end up in the Arcadia system, a colony splintered by war between Auntie's Choice (the result of a merger between the first game's two big corporations), the Protectorate (collectivism taken to its worst logical conclusion), and the Order of the Ascendant (like the Catholic church, but with math instead of Jesus). There are also a bunch of rifts tearing holes in space and time, but right now, you really need to reach a relay station for urgent communications purposes. The problem is that it's in the middle of a warzone, and you need to figure out how to get there.
Outer Worlds 2 review: The sci-fi sequel doesn't quite reach the stars

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