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

by Joshua May 03,2025

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. While the original game offered a more accessible experience with streamlined character progression, the sequel pushes for diversity and encourages players to experiment with unconventional playstyles. The goal isn't just complexity for its own sake but to inspire creativity, specialization, and perhaps even embracing some quirky choices.

Design director Matt Singh emphasized the team's desire to encourage players to explore various builds, stating, "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional." This approach is reflected in how Skills, Traits, and Perks interact to create unique builds that synergize with other game systems. Our exclusive 11-minute gameplay footage showcased new elements like gunplay, stealth, gadgets, and dialogue, but for this IGN First coverage, we're diving deep into the revamped RPG mechanics.

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

Lead systems designer Kyle Koenig noted that in the first game, characters often became proficient in too many areas, diluting the unique experience of character development. To address this in the sequel, Obsidian has shifted from grouping Skills into categories to focusing on individual Skills with significant 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," Koenig explained. This change allows players to specialize more effectively, tailoring their characters to specific playstyles.

Singh added that the new system supports a broader range of player profiles, from traditional stealth or combat builds to innovative combinations. He mentioned that certain Skills, like Observation, can reveal hidden elements in the environment, leading to alternative gameplay paths.

The Outer Worlds 2 Character Creation - Screenshots

4 ImagesWhile grouping Skills was a unique aspect of the original game, the sequel's revised system aims to enhance character build diversity and open up more possibilities, especially in conjunction with the revamped Perks system.

The Perks of Getting Experimental

Obsidian's focus on specificity and unique playstyles is evident in the Perks system, which now includes over 90 Perks, each requiring specific Skills to unlock. Koenig highlighted the Perk "Run and Gun," designed for players using shotguns, SMGs, and rifles, allowing them to shoot while sprinting or sliding. Combined with Tactical Time Dilation (TTD), it can create a dynamic bullet-time experience. Another intriguing Perk, "Space Ranger," enhances dialogue interactions and provides damage boosts based on your Speech stat. "The way we looked at them when designing them was to look at what are all the different modes of gameplay the player has, and what are all the actions they can take and how can we modify them," Koenig stated.

Singh mentioned that some Perks cater to non-traditional playstyles, such as the "Psychopath" and "Serial Killer" Perks, which reward players who choose to eliminate NPCs, offering bonuses like permanent health boosts. "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 explained.

For more traditional builds, Koenig provided insights into leveraging elemental combat, such as using plasma to burn enemies while healing, shock damage to control automechs, or corrosive damage to strip armor and maximize critical hits.

PlaySingh also pointed out opportunities for players to engage with detrimental effects that enhance other aspects of their character, such as mechanics that reward taking damage to boost other abilities. "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," Singh elaborated. This design philosophy, present in the original, is now a central theme in *The Outer Worlds 2*, particularly with Traits and Flaws.

The Positive and Negative Traits

Koenig drew a comparison to Fallout, explaining that in The Outer Worlds, players could accept negative attributes for extra points to spend elsewhere, a concept expanded in the sequel. The Flaws system, which allowed players to take permanent effects in exchange for a Perk point, is being expanded in The Outer Worlds 2.

The game introduces a system of Positive and Negative Traits, allowing players to select a negative trait to gain an additional positive one. Examples include "Brilliant," granting extra Skill points at character creation, or "Brawny," enabling you to knock down targets by sprinting into them. Conversely, negative traits like "Dumb," which locks you out of investing in five Skills, or "Sickly," which permanently lowers your base health and toxicity tolerance, offer a trade-off for more positive traits.

The Outer Worlds 2 Gameplay - Screenshots

25 ImagesWhile I'll explore the revamped Flaws system in more detail 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 I often declined Flaws, the sequel introduces Flaws based on player behavior with both positive and negative conditions, adding depth to the Traits system.

Guiding Players and Ditching Respec

With the increased complexity in The Outer Worlds 2, Obsidian has focused on making these systems clear and accessible through in-game explanations and UI elements. Koenig mentioned that from character creation, the game emphasizes the differences and effects of Skills, using short videos and help text to illustrate gameplay impacts. A notable feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and organizing build progression.

Obsidian's intention is for players to make deliberate choices, especially since there's no option to respec past 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 said.

Singh echoed this sentiment, emphasizing that all choices should have meaningful impacts on gameplay. "Philosophy-wise, we really feel all of your choices should matter. They should be meaningful changes to your gameplay experience. And 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," he concluded.

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