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The Outer Worlds 2: Unleash RPG Character Creativity - IGN First

Apr 25,25(2 weeks ago)
The Outer Worlds 2: Unleash RPG Character Creativity - IGN First

After getting a firsthand look at *The Outer Worlds 2*, it's evident that Obsidian Entertainment has placed a strong emphasis on enhancing the RPG elements of the game. While the original *The Outer Worlds* offered a more accessible approach with its streamlined character progression, the sequel aims to encourage players to explore more unique and specialized builds, promoting a deeper level of engagement with the game's mechanics.

"We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," explained design director Matt Singh during a discussion about the revamped RPG mechanics. He further elaborated on the broader approach, stating, "We really wanted to lean into synergies, looking at how player Skills, Traits, and Perks can all infuse into interesting builds that play off of other systems." This philosophy was showcased in an exclusive 11-minute gameplay demo of *The Outer Worlds 2*, highlighting new elements such as gunplay, stealth, gadgets, and dialogue. For this segment of our IGN First coverage, we delve into the specifics of how these systems have been reimagined and what players can anticipate.

PlayRethinking the Skill System ---------------------------

Lead systems designer Kyle Koenig reflected on the first game and the need for change, stating, "We would often see characters good at everything, which by the end of the game, minimized your personal experience with your character." To address this, Obsidian has shifted from the Skill categories used in the original game to individual Skills that offer more pronounced differences. "We wanted to focus on making each individual level-up and investment really important. There's less confusion on when I should invest in one Skill or the other. If I want to be a player that's all about guns and using medical devices, I know which Skills I really need to care about. By having them separated and not in groupings, it lets characters be more specialized," Koenig explained.

Singh added, "There's more than just a traditional stealth-focused build, combat-focused build, or speech-focused build. There's a lot of blending of concepts, playing with other systems and incorporating those into a pretty broad, but unique range of different player profiles." He noted that certain Skills, such as Observation, can unlock new environmental interactions, like finding secret doors or objects that lead to alternative paths.

The Outer Worlds 2 Character Creation - Screenshots

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This approach to Skill differentiation in *The Outer Worlds 2* not only enhances the RPG experience but also encourages players to explore a wider array of character builds, particularly with the revamped Perks system.

The Perks of Getting Experimental

Obsidian's focus on specificity and unique gameplay paths is evident in the Perks system. "We've significantly increased the number of Perks with over 90 of them – each of those requiring various Skills to unlock. As you invest in Skills, it changes how you can invest in Perks and leads you down many different paths," Koenig detailed. He provided an example with the Perk "Run and Gun," designed for players using shotguns, SMGs, and rifles, allowing them to fire while sprinting or sliding. Combined with Tactical Time Dilation (TTD), this can create dynamic bullet-time action sequences. Additionally, the "Space Ranger" Perk offers unique dialogue interactions and damage boosts based on the Speech stat.

"We have a lot of Perks that are catered towards non-traditional play styles," Singh noted, citing an example of a build for players who prefer to eliminate every NPC they encounter. Such players can opt for Perks like "Psychopath" and "Serial Killer," which provide bonuses like permanent health boosts for adopting this aggressive approach. "Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it," Singh added.

For those interested in more conventional playstyles, Koenig discussed builds that leverage elemental combat aspects. Players can mix and match damage types to create characters focused on plasma, shock, or corrosive damage, each with unique effects on enemies and the environment.

Play

Singh highlighted opportunities for players to experiment with detrimental effects that enhance other aspects of their character. He proposed scenarios where players could benefit from taking damage, asking, "How do I construct a build where I'm actually incentivized to get in there and take damage so that I can then do other things effectively? I really like those kinds of creative builds that allow you to play with that idea and convert something that might be negative into a positive aspect of your build." This approach, while present in the original game, is now a central theme in *The Outer Worlds 2*, particularly in relation to Traits and Flaws.

The Positive and Negative Traits

Koenig drew parallels to the original game's influence from *Fallout*, noting, "One of the things in *The Outer Worlds* that was a key off of *Fallout* was you could have negative attributes that would be actively detrimental to your character, but you get a few extra points to spend somewhere else." The Flaws system in the original game allowed players to accept permanent effects in exchange for Perk points. In *The Outer Worlds 2*, this concept is expanded with a system of Positive and Negative Traits. Players can select a negative Trait to gain access to an additional positive one. Examples include "Brilliant," which grants extra Skill points at character creation, and "Brawny," which allows players to knock down targets by sprinting into them. Conversely, negative Traits like "Dumb" lock players out of investing in certain Skills, while "Sickly" reduces base health and tolerance for toxicity.

The Outer Worlds 2 Gameplay - Screenshots

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While a deeper dive into the revamped Flaws system will be covered in another article, it's clear that *The Outer Worlds 2* is pushing the boundaries with creative and sometimes humorous Flaws. Unlike the original, where players might have opted out of Flaws, the sequel introduces Flaws that are dynamically triggered based on player behavior, adding an unexpected layer of complexity and engagement.

Guiding Players and Ditching Respec

With the increased complexity in *The Outer Worlds 2*, Obsidian has focused on making these elements accessible and clear to players. "Right from the get-go, from character creation, we really wanted to put in the forefront what are the differences of these skills and what they do," Koenig emphasized. The game includes help text and short in-game videos to illustrate the impact of Skills on gameplay. Additionally, players can mark Perks as favorites before unlocking them, aiding in planning and organizing their progression path.

A significant change in *The Outer Worlds 2* is the removal of the respec option after the introductory sequence. "By removing respec, we really incentivize it to be your experience. It is a part of your experience that no one else had, and I think that's really special about RPGs and something that respec tends to lessen," Koenig stated. Singh reinforced this philosophy, saying, "All of your choices should matter. They should be meaningful changes to your gameplay experience. This is just one of those ways where we're asking you to make a choice, stick to it, and see how that plays out in interesting and fun ways."

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