HomeNews"Outer Worlds 2 Enhances RPG Character Customization - IGN First"
"Outer Worlds 2 Enhances RPG Character Customization - IGN First"
May 15,2025Author: Chloe
Having finally seen The Outer Worlds 2 for myself, it's clear that developer Obsidian has prioritized deeper RPG elements. While the first game offered a more streamlined approach to character progression, the sequel aims to diversify player experiences and encourage unconventional gameplay. The Outer Worlds 2 is not just about complexity for its own sake; it's designed to inspire creativity, specialization, and perhaps even the embrace of quirky choices.
“We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional,” design director Matt Singh explained, highlighting the team's focus on revamping RPG mechanics. The approach emphasizes synergies between player Skills, Traits, and Perks, which can lead to intriguing build combinations. This was evident in our exclusive 11-minute gameplay showcase of The Outer Worlds 2, featuring new gunplay, stealth, gadgets, and dialogue. In this IGN First exclusive coverage, we dive deep into how these systems have been reworked and what players can expect from them.
Rethinking the Skill System
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Lead systems designer Kyle Koenig noted that in the first game, characters often became proficient in everything, which diluted the personal experience. To address this, Obsidian has shifted from grouped Skill categories to 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 to invest in one Skill or another. If you want to specialize in guns and medical devices, you'll know exactly which Skills to prioritize. By separating them, characters can become more specialized,” Koenig explained.
Singh added that the game now supports a broader range of player profiles beyond traditional builds. “There's more than just a stealth-focused, combat-focused, or speech-focused build. There's a lot of blending of concepts, playing with other systems, and incorporating those into a unique range of different player profiles.” He mentioned that certain Skill investments, like Observation, can reveal hidden elements in the environment, such as secret doors or interactive objects, leading to alternative paths.
The Outer Worlds 2 Character Creation - Screenshots
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While this approach might seem standard for RPGs, The Outer Worlds was unique in its Skill grouping. The sequel, however, uses the revised Skill system to create distinct character builds and open up more possibilities, particularly with the revamped Perks system.
The Perks of Getting Experimental
Obsidian is focusing on specificity and unique play avenues. “We've significantly increased the number of Perks with over 90 of them – each 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 said. He provided an example with the Run and Gun Perk, ideal for shotgun, SMG, and rifle users, allowing firing while sprinting or sliding, and when combined with Tactical Time Dilation (TTD), bullet-time action becomes part of your gameplay. Another Perk, Space Ranger, offers dialogue interactions and damage boosts based on your Speech stat. “We looked at all the different modes of gameplay and actions players can take, and how we can modify them,” Koenig stated.
The Outer Worlds 2 encourages creativity and specialization, even embracing unconventional choices. “We have a lot of Perks that cater to non-traditional play styles,” Singh noted, mentioning builds for players who kill every NPC, supported by Perks like Psychopath and Serial Killer, which offer bonuses like permanent health boosts. “Especially in an Obsidian game where you can kill anybody – the game will respond, and you can still complete it. It's a fun way to play in a second or third playthrough to see how far you can take it,” he added.
For more traditional playstyles, Koenig discussed builds that leverage elemental combat aspects. “You can mix and match, being a character focused on plasma to burn enemies while healing, or using shock damage to control automechs and paralyze creatures and humans, or corrosive damage to strip armor and deal critical hits.”
Singh emphasized other experimental avenues, such as opting into detrimental effects that enhance other aspects of your character. “How do I construct a build where I'm incentivized to take damage to do other things effectively? I really like those creative builds that convert something negative into a positive aspect of your build.” This design philosophy, present in the original, is now a driving force in The Outer Worlds 2, particularly with Traits and Flaws.
The Positive and Negative Traits
Koenig highlighted the influence of Fallout on The Outer Worlds, where players could accept negative attributes for extra points. The Flaws system in the original allowed players to take permanent effects based on in-game behavior in exchange for Perk points. In The Outer Worlds 2, this concept expands significantly.
The system of Positive and Negative Traits is central to this give-and-take dynamic. Players can choose a negative Trait to gain an additional positive one. For example, Brilliant grants extra Skill points at character creation, while Brawny allows you to knock down targets by sprinting into them. To gain more positives, you might select a negative like Dumb, which locks you out of five Skills, or Sickly, which permanently lowers your base health and tolerance for toxicity. These are just a few of the options seen in the early stages.
The Outer Worlds 2 Gameplay - Screenshots
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While a deeper exploration of the revamped Flaws will be covered in another article, it's clear that The Outer Worlds 2 is getting more creative with them. In the original, I often declined Flaws as the extra Perk points weren't worth the compromise. In the sequel, the game monitors your behavior and habits, offering Flaws with both positive and negative conditions that appear unexpectedly based on your playstyle. You'll still need to opt into them, but they become a permanent part of your character.
Guiding Players and Ditching Respec
With many moving parts in The Outer Worlds 2, Obsidian aims to make these elements clear and digestible through in-game explanations and UI elements. “Right from the get-go, from character creation, we wanted to highlight the differences and impacts of these Skills,” Koenig said. This is achieved not only through help text but also with short videos in the menus demonstrating gameplay impacts. A standout feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and organizing your progression path or build. The requirements are shown upfront, and icons in the menu signify a Perk’s general playstyle and associated Skill.
Obsidian wants players to carefully consider their choices, especially since there is no respec option after 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 explained.
Singh concluded, “Philosophy-wise, we really feel all of your choices should matter. They should be meaningful changes to your gameplay experience. 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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