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The Outer Worlds 2V4mp Wiki
PC and console; first-person sci-fi RPG with a new crew and colony

Pick a Side in the Factional War

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Arcadia is not a stable place waiting to be saved: the store describes a factional war already in progress before your investigation even arrives.

Two pressures, one colony

A comparison of the two sides in The Outer Worlds 2 factional war: the Protectorate's so-called benevolent rule against a religious order in rebellion and a corporate invasion.
Controlling a rift and closing it are different asks. Open the full image.

The Protectorate’s so-called benevolent rule is challenged by the rebellion of their religious order and by a corporate invasion. The phrase so-called is doing deliberate work in that sentence, and it tells you that the game does not consider the governing faction a neutral party in any of this.

They are not all closing the rifts

As destructive rifts spread across the colony, each faction fights to control or close them for their own ends. That is the useful hint for reading every offer you are given: an ally who wants a rift closed and an ally who wants it controlled are not asking you for the same thing.

What you do with the factions

Navigate diverse zones, uncover hidden lore and shape the fate of a system on the brink is the store’s summary of the work. Since the colony reacts to your every move, the faction you trust becomes part of the character you are playing rather than a side activity you finish and forget.

The mystery that brought you there is covered in chasing the rifts to Arcadia. The character making those choices is covered in building a character the colony reacts to.

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