This game is far over-hated online, and I would say in most cases this game is better than the first, however there are some surprising regressions in quality and implementation compared to the first game, and that's what I want to focus on in this review, as they were somewhat unexpected for me since I was a big fan of the first game. The first and most frustrating to me, is that the most compelling faction in the game, The Protectorate, who are telegraphed early as being the "bad guys", or the "evil" faction, are not joinable for the player. They have the most interesting lore and worldbuilding out of any faction in both games, the best art and aesthetics, and interesting internal conflicts and strife, yet the player cannot align themselves with them through to the end of the game. This is such a major disappointment to me because they are much preferable as a hypothetical player-joinable evil faction compared to something like Caesar's Legion; they are much more redeemable (whilst still clearly being overtly evil and fascists), and more interesting. The second major regression is a lack of plurality in the number of quest outcomes for side quests . To be clear, there are usually MANY ways to leverage different skills to solve the majority of side and companion quests in this game, depending on how you've built your character, and the game does a really good job of rewarding unconventional player builds. However, most side quests have only one outcome. Other than killing the questgiver or NPC's that are part of the quest. But that isn't very interesting, other than to give player agency to kill people they find annoying or something. Your "choice" with most quest outcomes are: do I do the quest or not. You can't really tilt the resolution of a quest towards different factions or groups of people, or deliberately solve it in an inferior way, or botch it. Contrast this with Avowed, where almost every single side quest in that game, while starting out as fetch quests, always have some moral complication that necessitates resolving the quest in one of at least two ways, usually. Avowed lacks the systemic depth (i.e. skills, etc.) that TOW2 has, especially different ways and skills to solve quests, but Avowed was much better in this regard, generally. Another criticism is that the structure of the game's factions, and how their presence is distributed across the planets is too inconsistent and uneven. Auntie's Choice, the mega-conglomerate colonizing faction, you have the MOST capacity to aid and do quests for, as they have a presence on basically all of the planets, and have a separate gigantic flagship in space as well. As a sidebar, I found myself doing many more Board playthroughs in the first game, compared to Phineas, and I think a major reason for that, was due to the somewhat obscure, or enigmatic presence of The Board; they weren't really in your face a lot of the time. AC on the other hand, is probably the most obnoxious faction I have seen in a game. Their aesthetics and design are so extra, the NPC's in the faction feel strikingly similar to each other, as they are all a riff on that 50's hyper-corporatized, advertising-everywhere sort of aesthetic. This is made worse by their flagship where you go later in the game, The Undisputed Claim, one of the worst levels ever made, simply due to the constant bombardment of advertising and rote news announcements that you CANNOT ESCAPE or turn the volume down on! I legitimately HATE being there, and do my best to avoid it, even in my pro-AC playthroughs. April Stewart's portrayal of Auntie Cleo is superb , but can get unbelievably grating when you listen to her long enough on the Undisputed Claim via the news and ads. The Order of the Ascendant, an offshoot of the OSI of the first game, are probably the most altruistic out of the 3. Their writing is decent; their angle of satire is primarily on how out of touch those mired in academic pursuits and life are compared to the average person, and the wastefulness of requiring basic and obvious-to-solve humanitarian or structural issues be addressed with overly-sophisticated algorithms and literal planet-cooled computing. They also feel the most lopsided in terms of their distribution across the game, as they only are really present on 2 of the 4 planets, and even then, they don't have a ton of side content to flesh them out. But like with AC, people belonging to this faction don't really feel "real", and are almost always riffing on some sort of joke pertaining to multivariable calculus or computing. The character writing for AC and the OA just doesn't feel strong with respects to portray their people as real human beings with hopes and dreams, or even idiosyncratic or unconventional characteristics to make them feel unique. The Protectorate is at least internally consistent as to why all their citizens (err, "subjects") all behave and act the same due to Mental Refreshment. The Protectorate is present on 3 out of the 4 planets, but like I said earlier, you cannot join or aid them in substantial ways, and after approximately the halfway point in the story, due to what transpires, they are pigeonholed into being cannon fodder enemies that end up being the main antagonists. The last criticism I have for is companions. Even ignoring the absolute outlier in terms of quality that was Parvati Holcomb, the companions here, whilst interesting, are just not as memorable compared to the first game. And it's apparent that the writing team was not given a large enough budget to truly flesh out their general, "ask me about life and philosophy and stuff" type of chit-chat-y "mundane" dialogue. They all have basic boilerplate "tell me about yourself" dialogue that exhausts its content quite quickly, and there is no capacity for the player character to ask them in-depth or philosophical questions, a la KOTOR 2. Even the robot companion is worse; V.A.L.E.R.I.E. doesn't hold a candle compared to SAM. SAM from the first game was the result of a cut companion, and as a result, didn't have a large budget for dialogue compared to the other companions. But they leaned into that limitation to make almost every single line written for SAM an absolute banger. The new robot is so generic, that I stopped adventuring around with her after two playthroughs even though her combat and gameplay abilities are quite useful. Their quest resolutions now branch more in terms of outcomes, but they are almost entirely predictable, and are almost either resolved by: "do I push this person to be a better person and more compassionate, etc." or "do I push this person to be anti-social, evil, etc." There's almost no morally-grey outcomes that contrast well against the other. Contrast this with Avowed, and TOW2 feels very much "quantity over quality" in comparison to Avowed's companions, whom all were well fleshed out. I want to close this out by saying I love this game, but clearly it's just not finished in certain respects. And we know now from information that's been made public, is that Obsidian didn't have the budget or funding for certain things, namely to flesh out The Protectorate to be a player-joinable faction. I hope the DLC packs they release do something to flesh out this game, because it is very fun, and this game more than the first does so much to give the IP distinct aspects and quirks that has me and other fans quite invested now. P.S. Check out the soundtrack! Each faction gets its own radio station that Obsidian commissioned real musicians to write, perform, and record for to add essential worldbuilding to the game for the factions. There are many legitimately good, catchy, or interesting songs on there!
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