Home News "Outer Worlds 2: Unleash RPG Character Creativity - IGN First"

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

May 18,2025 Author: Aria

Having had the chance to dive into the alpha build of *The Outer Worlds 2*, it's evident that Obsidian Entertainment has prioritized deepening the RPG experience. Unlike its predecessor, which favored a more straightforward approach to character development, the sequel encourages players to explore unconventional strategies and avoid cookie-cutter builds. This isn't about complexity for complexity's sake; rather, *The Outer Worlds 2* aims to foster creativity, specialization, and the embrace of quirky choices in gameplay.

Design director Matt Singh shared insights into the revamped RPG mechanics, emphasizing the intent to encourage experimentation with various builds. "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," he explained. The focus is on creating synergies among Skills, Traits, and Perks, allowing for innovative combinations that enhance gameplay. This was evident in our exclusive 11-minute gameplay showcase, featuring new elements such as gunplay, stealth, gadgets, and dialogue. Our IGN First coverage zeroes in on how these revamped systems work and what players can anticipate from them.

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Rethinking the Skill System

Lead systems designer Kyle Koenig reflected on the first game's tendency to produce characters proficient in everything, which diluted the personal connection to one's character. In response, *The Outer Worlds 2* has shifted from grouped Skill categories to individual Skills with significant distinctions. "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 stated. This approach allows for more specialized characters, catering to players who want to focus on specific playstyles, such as those centered around guns and medical devices.

Singh elaborated on the broader range of player profiles enabled by the new Skill system. "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 highlighted the Skill of Observation, which can reveal hidden elements in the environment, opening up alternate paths and enhancing exploration.

The Outer Worlds 2 Character Creation - Screenshots

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While this may seem standard for RPGs, *The Outer Worlds* was unique in its Skill grouping. The sequel's revised Skill system aims to create more distinct character builds and expand possibilities, particularly through the revamped Perks system.

The Perks of Getting Experimental

Obsidian's focus on specificity and diverse playstyles 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 explained. He provided examples such as the "Run and Gun" Perk for shotgun, SMG, and rifle users, allowing firing while sprinting or sliding, and "Space Ranger," which enhances dialogue interactions and boosts damage based on Speech stats.

Singh highlighted Perks tailored for non-traditional playstyles, such as those encouraging players to eliminate NPCs, with options like "Psychopath" and "Serial Killer" granting health boosts for such actions. "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," he added, suggesting this approach for subsequent playthroughs.

For traditional builds, Koenig discussed leveraging elemental combat. Players can mix and match damage types, such as using plasma to burn enemies and heal, shock damage to control automechs, or corrosive damage to strip armor for critical hits.

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Singh emphasized the game's encouragement of experimental builds, including those that benefit from self-imposed risks. "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, illustrating the game's design philosophy of turning potential negatives into positive gameplay elements.

The Positive and Negative Traits

Koenig discussed the influence of *Fallout* on *The Outer Worlds*' Trait system, where players could accept negative attributes for extra points. This concept has evolved in *The Outer Worlds 2*, with an expanded system of Positive and Negative Traits. Players can select a negative Trait, such as "Dumb" which locks out five Skills, or "Sickly" which lowers base health and toxicity tolerance, to gain an additional positive Trait like "Brilliant" for extra Skill points or "Brawny" for the ability to knock down targets.

The Outer Worlds 2 Gameplay - Screenshots

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While the revamped Flaws system will be covered in more detail later, it's clear that *The Outer Worlds 2* is pushing the boundaries with creative and clever implementations. The game continues to monitor player behavior, offering Flaws that are both positive and negative, adding a dynamic layer to the Traits system.

Guiding Players and Ditching Respec

With the increased complexity of *The Outer Worlds 2*, Obsidian is committed to making these elements clear and accessible through in-game explanations and UI improvements. "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 stated, noting the inclusion of help text and gameplay impact videos in menus. A notable feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and progression.

The absence of respec after the introductory sequence underscores Obsidian's desire for players to make 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, and I think that's really special about RPGs and something that respec tends to lessen," Koenig explained. Singh echoed this sentiment, emphasizing the importance of choices that impact the gameplay experience in lasting and engaging ways.

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