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Outer Worlds 2 Enhances RPG Character Building - IGN First

May 16,25(1 months ago)
Outer Worlds 2 Enhances RPG Character Building - IGN First

[Note: All footage is from a work-in-progress alpha build.]

After getting a firsthand look at The Outer Worlds 2, it's evident that Obsidian Entertainment has prioritized deepening its RPG elements. While the first game offered a more streamlined approach to character progression, the sequel aims to break away from uniformity, encouraging players to explore unconventional gameplay styles. The focus isn't just on complexity for its own sake; The Outer Worlds 2 pushes players to get creative, specialize in their chosen skills, and even embrace quirky decisions.

In a discussion about the revamped RPG mechanics, design director Matt Singh emphasized the desire to encourage players to experiment with both traditional and non-traditional builds. He elaborated on the team's 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 concept was demonstrated in our exclusive 11 minutes of The Outer Worlds 2 gameplay, showcasing new gunplay, stealth, gadgets, and dialogue. In this IGN First coverage, we'll delve into the intricate details of how these systems have been overhauled and what players can anticipate.

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

Lead systems designer Kyle Koenig reflected on the first game and shared insights on the changes made for the sequel, noting, "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 grouping Skills into categories to emphasizing individual Skills with more significant variations. Koenig explained, "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."

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 mentioned that certain Skill investments can have additional effects, such as Observation, which can reveal hidden environmental elements like secret doors or interactive objects that unlock alternative paths.

The Outer Worlds 2 Character Creation - Screenshots

4 ImagesWhile this may seem standard for an RPG, The Outer Worlds was unique in its Skill grouping. The sequel uses the revised Skill system to create distinct character builds and open more possibilities, particularly with the revamped Perks system.

The Perks of Getting Experimental

Obsidian is keen on providing specific and unique gameplay paths. "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 an example of a Perk called Run and Gun, tailored for players using shotguns, SMGs, and rifles, allowing them to fire while sprinting or sliding. When combined with Tactical Time Dilation (TTD), this Perk can enhance bullet-time action. Koenig also hinted at the Space Ranger Perk, which offers special dialogue interactions and 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," he stated.

The Outer Worlds 2 encourages players to get creative, specialize in their chosen skills, and embrace quirky decisions. Singh highlighted Perks designed for non-traditional playstyles, such as Psychopath and Serial Killer, which reward players for killing every NPC in sight with 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."

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

PlaySingh emphasized the opportunity for experimentation through mechanics that reward players for embracing detrimental effects to enhance other aspects of their character. He posed the question, "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 design philosophy, which was present in the original game, now drives *The Outer Worlds 2*, particularly with regards to Traits and Flaws.

The Positive and Negative Traits

Koenig highlighted the influence of Fallout on The Outer Worlds, where players could choose negative attributes for extra points to spend elsewhere. This concept was embodied in the original game's Flaws system, which allowed players to accept permanent effects in exchange for an extra Perk point. In The Outer Worlds 2, this idea expands significantly.

The system of Positive and Negative Traits emphasizes a balance where choosing a negative trait allows for an additional positive one. Examples include Brilliant, which grants extra Skill points during character creation, or Brawny, enabling you to knock down targets by sprinting into them. Conversely, selecting a negative trait like Dumb locks you out of investing in five Skills, while Sickly permanently reduces your base health and tolerance for toxicity. These are just a few options observed in the early stages.

The Outer Worlds 2 Gameplay - Screenshots

25 ImagesWhile a more in-depth analysis of the revamped Flaws will follow in a future article, it's clear that The Outer Worlds 2 introduces creative and sometimes humorous approaches to Flaws. In the original game, I often declined Flaws due to the limited benefit of extra Perk points. In the sequel, the game monitors your behavior and habits, presenting Flaws with both positive and negative conditions that emerge based on your playstyle. Although you still need to opt into them, they become a permanent part of your character.

Guiding Players and Ditching Respec

With the increased complexity in The Outer Worlds 2, Obsidian has focused on making these elements clear and understandable through in-game explanations and UI enhancements. "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 explained. This is achieved not only through help text but also via short gameplay demonstration videos in the menus. A standout feature is the ability to mark Perks as favorites before unlocking them, aiding in planning a specific progression path or build. The system intuitively maps out requirements and uses icons to signify a Perk's playstyle and associated Skill.

The removal of respec after the introductory sequence is a significant change, as Koenig noted, "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." Singh added, "Philosophy-wise, we really feel all of your choices should matter. They should be meaningful changes to your gameplay experience. And he concluded, "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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