Having finally experienced The Outer Worlds 2 firsthand, it's evident that Obsidian Entertainment has prioritized deepening the RPG elements in the sequel. While the first game offered a more streamlined approach to character development, The Outer Worlds 2 encourages players to embrace unique and unconventional playstyles. The game isn't about complexity for its own sake; rather, it aims to inspire creativity and specialization in character builds, inviting players to make intriguing and sometimes 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 in a discussion about the revamped RPG mechanics. He emphasized the team's focus on synergies between Skills, Traits, and Perks, which are designed to create dynamic and engaging character builds. This approach was evident in our exclusive 11-minute gameplay showcase, which highlighted new gunplay, stealth, gadgets, and dialogue systems. In this IGN First exclusive coverage, we delve into the detailed rework of these systems and what players can anticipate from them.
Rethinking the Skill System ---------------------------Lead systems designer Kyle Koenig reflected on the first game, noting that characters often became proficient in everything, which diluted the personal experience. To address this, Obsidian has shifted away from the grouped Skill categories of the original game to individual Skills with more distinct differences. "We wanted to focus on making each individual level-up and investment really important," Koenig said. This change allows for clearer decisions on which Skills to prioritize, enabling players to create more specialized characters. For example, those interested in a build focused on guns and medical devices can now pinpoint exactly which Skills to invest in, enhancing their gameplay experience.
Singh added that the new system encourages a broader range of player profiles beyond traditional stealth, combat, or speech builds. He mentioned Skills like Observation, which can reveal hidden elements in the environment, such as secret doors or interactive objects, leading to alternative gameplay paths.
The Outer Worlds 2 Character Creation - Screenshots
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While this approach might seem standard for RPGs, The Outer Worlds 2 uses its revised Skill system to foster greater diversity and possibilities in character development, particularly in relation to the revamped Perks system.
The Perks of Getting Experimental
Obsidian's focus on specificity and unique 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," Koenig explained. As players invest in Skills, they unlock different Perks, leading to diverse gameplay paths. For instance, the Perk "Run and Gun" enhances gameplay for those using shotguns, SMGs, and rifles, allowing them to fire while sprinting or sliding, and when combined with Tactical Time Dilation (TTD), it introduces bullet-time action. Another Perk, "Space Ranger," offers dialogue interactions and damage boosts based on the player's Speech stat. Koenig noted that the design process considered various gameplay modes and actions, aiming to modify them through Perks.
Singh highlighted Perks tailored for non-traditional playstyles, such as those for players who choose to kill every NPC. Perks like "Psychopath" and "Serial Killer" provide bonuses, like permanent health boosts, for this approach. He emphasized that even with such a playstyle, the game remains completable and offers a unique experience, especially in subsequent playthroughs.
For more traditional builds, Koenig discussed the potential of 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.
Singh also mentioned the opportunity to experiment with detrimental effects that enhance other aspects of the character. He discussed mechanics that reward players for taking damage, encouraging them to craft builds that convert negative aspects into positive gameplay experiences. This design philosophy, while present in the original, is a central theme in The Outer Worlds 2, particularly with Traits and Flaws.
The Positive and Negative Traits
Koenig referenced the influence of Fallout on The Outer Worlds, particularly the concept of negative attributes that provide extra points for other areas. In the original game, the Flaws system allowed players to accept permanent effects in exchange for additional Perk points. 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 certain Skills, or "Sickly," which reduces base health and toxicity tolerance, in order to select additional positive Traits like "Brilliant," which grants extra Skill points, or "Brawny," which allows for knocking down targets by sprinting into them.
The Outer Worlds 2 Gameplay - Screenshots
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While I will explore the revamped Flaws system in more detail in a future article, it's clear that The Outer Worlds 2 is pushing the boundaries with creative and sometimes humorous Flaws. The game continues to monitor player behavior and habits, offering Flaws with both positive and negative conditions that players can opt into, adding a dynamic layer to the Traits system.
Guiding Players and Ditching Respec
With the increased complexity of The Outer Worlds 2, Obsidian has focused on making the game's mechanics accessible and understandable. From character creation, the game clearly outlines the differences and impacts of Skills, using in-game explanations and UI elements, including short videos to illustrate gameplay effects. A notable feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and organizing character builds.
A significant change is the removal of the respec option after the introductory sequence, ensuring that once a player invests in a Skill, Perk, or Trait, the choice remains permanent throughout the playthrough. Koenig emphasized that this design choice enhances the personal nature of the player's experience, making each playthrough unique. Singh added that this philosophy underscores the importance of meaningful choices that impact the gameplay experience, encouraging players to commit to their decisions and explore their consequences in engaging and fun ways.