"Outer Worlds 2 Enhances RPG Character Customization - IGN"

After experiencing The Outer Worlds 2 firsthand, it's evident that Obsidian has prioritized deepening the RPG elements in this sequel. While the first game was designed to be more accessible with streamlined character progression, The Outer Worlds 2 encourages players to embrace unique and unconventional playstyles. The focus isn't merely on complexity; it's about fostering creativity and specialization in character development, allowing players to explore more eccentric choices.
In a conversation about the revamped RPG mechanics, design director Matt Singh emphasized the desire to encourage experimentation with various character builds, both traditional and non-traditional. "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," he explained. The team has focused on creating synergies between player Skills, Traits, and Perks to craft interesting and dynamic builds. This approach was evident in our exclusive 11-minute gameplay showcase, which highlighted new gunplay, stealth, gadgets, and dialogue. For our IGN First coverage, we delve into the intricacies of these reworked systems and what players can anticipate.
Rethinking the Skill System ---------------------------Lead systems designer Kyle Koenig reflected on the first game, noting that characters often became proficient in too many areas, which diluted the personal experience. For the sequel, Obsidian is shifting away from grouped Skill categories towards individual Skills with more significant differences. "We wanted to focus on making each individual level-up and investment really important," Koenig said. This change aims to reduce confusion and allow players to specialize more effectively. For instance, if you want to focus on guns and medical devices, the new system clearly delineates which Skills are essential.
Singh added that the game offers more than just traditional builds, with opportunities for blending concepts and incorporating various systems into a broad and unique range of player profiles. He mentioned that certain Skill investments, like Observation, can reveal hidden environmental elements, such as secret doors or interactive objects that lead to alternative paths.
The Outer Worlds 2 Character Creation - Screenshots
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This approach to Skills is a natural fit for RPGs, though The Outer Worlds was somewhat unique with its grouped Skills. The sequel uses the revised Skill system to create greater distinctions and open 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 Perks system. Koenig highlighted that over 90 Perks now require various Skills to unlock, leading players down diverse paths. An example is the Run and Gun Perk, which benefits players using shotguns, SMGs, and rifles by allowing them to fire while sprinting or sliding, synergizing well with Tactical Time Dilation (TTD) for bullet-time action. Another intriguing Perk, Space Ranger, enhances dialogue interactions and provides damage boosts based on your Speech stat.
"We have a lot of Perks that are catered towards non-traditional play styles," Singh noted, citing the Psychopath and Serial Killer Perks for players who choose to eliminate every NPC. These Perks reward such playstyles with bonuses like permanent health boosts. For more traditional approaches, Koenig described builds that leverage elemental combat, such as using plasma to burn enemies while healing, or employing shock damage to temporarily control automechs or paralyze foes, or using corrosive damage to strip armor and amplify critical hits.
Singh also highlighted the option to embrace detrimental effects that buff other aspects of your character. He discussed mechanics that reward taking damage to enhance other abilities, posing 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?" This design philosophy, which was part of the original game, is now a central focus in The Outer Worlds 2, especially in relation to Traits and Flaws.The Positive and Negative Traits
Koenig reflected on the original game's inspiration from Fallout, where players could take negative attributes in exchange for additional points to spend elsewhere. The Flaws system in the first game allowed players to opt into permanent effects based on their behavior for an extra Perk point. In The Outer Worlds 2, this concept is expanded with a system of Positive and Negative Traits.
Players can choose negative Traits like Dumb, which locks them out of five Skills, or Sickly, which lowers base health and tolerance for toxicity, to gain additional positive Traits like Brilliant, granting extra Skill points, or Brawny, enabling knock-downs by sprinting into targets. The Flaws system now integrates specific conditions that are both positive and negative, appearing based on your gameplay behavior and requiring you to opt into them as permanent character features.
The Outer Worlds 2 Gameplay - Screenshots
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While a detailed exploration of the revamped Flaws will follow in another article, it's clear that The Outer Worlds 2 introduces more creative and clever implementations. In the original, I often declined Flaws as the trade-offs were not appealing. Now, the game monitors your behavior and presents Flaws with specific conditions, adding another layer to the Traits system.
Guiding Players and Ditching Respec
With the increased complexity in The Outer Worlds 2, Obsidian has made efforts to ensure these systems are understandable and clear. Koenig emphasized that from character creation, the game clearly explains the differences and impacts of Skills through in-game text and short videos. Players can also mark Perks as favorites before unlocking them, aiding in planning and organizing their build progression.
The absence of respec after the introductory sequence underscores the importance of each choice. "By removing respec, we really incentivize it to be your experience," Koenig stated, emphasizing the unique journey each player will have. Singh reinforced this philosophy, saying, "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 how they unfold in engaging and fun ways.
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