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Outer Worlds 2 Enhances RPG Character Customization - IGN First

May 07,25(2 months ago)
Outer Worlds 2 Enhances RPG Character Customization - IGN First

Having finally seen *The Outer Worlds 2* in action, it's evident that developer Obsidian has prioritized deepening the RPG elements. While the original game offered a more streamlined approach to character development, the sequel encourages players to embrace diversity and experiment with unconventional playstyles. The focus isn't merely on complexity but on fostering creativity and specialization, prompting players to make unique and sometimes quirky choices in their character progression.

In a discussion about the revamped RPG mechanics, design director Matt Singh emphasized the team's desire to encourage experimentation with different character builds. "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," he explained. This approach is reflected in how Skills, Traits, and Perks synergize to create intriguing builds that interact with other game systems. Our exclusive 11-minute gameplay footage of *The Outer Worlds 2* showcased new elements such as gunplay, stealth, gadgets, and dialogue. In this IGN First exclusive coverage, we dive into the detailed rework of these systems and what players can expect.

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

Lead systems designer Kyle Koenig reflected on the first game, noting that characters often became overly versatile, which diluted the personal experience. To address this, Obsidian has shifted away from grouped Skill categories in the original to individual Skills with more significant distinctions in the sequel. "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," Koenig said. This change allows for more specialized characters, enabling players to focus on specific Skills crucial to their desired playstyle, such as those related to guns and medical devices.

Singh added that the sequel goes beyond traditional builds, encouraging the blending of concepts and systems. "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 said. Skills like Observation can reveal hidden elements in the environment, such as secret doors, enhancing the exploration and interaction possibilities.

The Outer Worlds 2 Character Creation - Screenshots

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While such granularity might seem standard for RPGs, *The Outer Worlds* was unique in its original approach. The sequel, however, leverages the revised Skill system to foster greater diversity and open up more possibilities in character builds, particularly in conjunction with the revamped Perks system.

The Perks of Getting Experimental

Obsidian's focus on specificity and unique gameplay avenues is evident in the increased number of Perks. "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 explained. For example, the Perk "Run and Gun" enhances mobility for players favoring shotguns, SMGs, and rifles, allowing them to shoot while sprinting or sliding. When combined with Tactical Time Dilation (TTD), it adds bullet-time action to the mix. Another Perk, "Space Ranger," enhances dialogue interactions and boosts damage based on your Speech stat.

Singh highlighted Perks tailored for non-traditional playstyles, such as those designed for players who choose to eliminate every NPC. "We have a lot of Perks that are catered towards non-traditional play styles," he said, citing "Psychopath" and "Serial Killer," which reward players with permanent health boosts for such behavior. This approach aligns with Obsidian's ethos of allowing players to kill anyone, with the game adapting to these choices, making it an entertaining option for subsequent playthroughs.

For more traditional playstyles, Koenig discussed builds that leverage elemental combat, such as using plasma to burn enemies while healing, shock to temporarily control automechs, or corrosive damage to strip armor and deal critical hits.

Play

Singh also pointed out opportunities to experiment with detrimental effects that enhance other aspects of your character. "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?" he asked. This design philosophy, which was present in the original, is now a driving force in *The Outer Worlds 2*, particularly in relation to Traits and Flaws.

The Positive and Negative Traits

Koenig referenced the original game's influence from *Fallout*, where negative attributes could be traded for extra points. This manifested through the Flaws system, which offered permanent effects in exchange for Perk points. In *The Outer Worlds 2*, this concept expands with a more intricate system of Positive and Negative Traits. Players can choose negative traits like "Dumb," which locks out five Skills, or "Sickly," which reduces base health and toxicity tolerance, to gain additional positive traits such as "Brilliant," granting extra Skill points, or "Brawny," enabling knockback effects.

The Outer Worlds 2 Gameplay - Screenshots

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Although a deeper exploration of the revamped Flaws system will be covered in another article, it's clear that *The Outer Worlds 2* takes a more creative and layered approach. Flaws now trigger based on in-game behavior, offering both positive and negative effects, and players must opt into them, making them a permanent part of their character.

Guiding Players and Ditching Respec

With many moving parts, Obsidian has focused on making these systems clear and digestible through in-game explanations and UI elements. From the outset, during character creation, the differences and impacts of Skills are highlighted, not just through help text but also through short gameplay videos in the menus. A notable feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and progression.

The absence of a respec option post-introductory sequence underscores Obsidian's commitment to meaningful choices. "By removing respec, we really incentivize it to be your experience. It is a part of your experience that no one else had," Koenig said, emphasizing the unique nature of each player's journey in RPGs. Singh added, "Philosophy-wise, we really feel all of your choices should matter. They should be meaningful changes to your gameplay experience." This approach encourages players to commit to their choices and explore the resulting gameplay dynamics.

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