Having finally seen The Outer Worlds 2 for myself, it's evident that Obsidian has prioritized deepening its RPG elements. While the first game offered more streamlined systems for character progression, the sequel aims to break away from homogeneity, encouraging players to experiment with unconventional gameplay styles. The goal isn't just complexity for its own sake; The Outer Worlds 2 seeks to inspire creativity, specialization, and even the embrace of quirky choices.
In a conversation with design director Matt Singh, he explained the team's focus on revamping RPG mechanics to encourage experimentation. "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," Singh said. He highlighted the team's approach to creating synergies among Skills, Traits, and Perks, leading to diverse and engaging character builds. This was evident in our exclusive 11-minute gameplay showcase, which featured new gunplay, stealth, gadgets, and dialogue. In this IGN First coverage of The Outer Worlds 2, we'll 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's tendency to produce characters proficient in everything, which diluted the personal experience. For the sequel, Obsidian is shifting away from grouped Skill categories to individual Skills with significant distinctions. "We wanted to focus on making each individual level-up and investment really important," Koenig explained. "There's less confusion on when to invest in one Skill over another. If you want to focus on guns and medical devices, you know which Skills to prioritize. By separating them, we allow for more specialized characters."
Singh added that the new system supports a variety of builds beyond traditional ones like stealth, combat, or speech. "There's a lot of blending of concepts, playing with other systems, and incorporating those into a broad range of unique player profiles," he said. He mentioned Skills like Observation, which can reveal hidden environmental elements, such as secret doors or interactive objects, leading to alternative gameplay paths.
The Outer Worlds 2 Character Creation - Screenshots
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While individual Skills might seem standard in RPGs, The Outer Worlds was unique in its approach. The sequel uses the revised Skill system to foster greater diversity and open more possibilities for character builds, particularly with the revamped Perks system.
The Perks of Getting Experimental
Obsidian is emphasizing specificity and unique gameplay avenues through the Perks system. "We've significantly increased the number of Perks to over 90, each requiring various Skills to unlock," Koenig said. As players invest in Skills, their Perk options expand, leading to diverse paths. For example, the Run and Gun Perk suits shotgun, SMG, and rifle users, allowing firing while sprinting or sliding, and when combined with Tactical Time Dilation (TTD), it enables bullet-time action. Another Perk, Space Ranger, enhances dialogue interactions and grants damage boosts based on the Speech stat. "We looked at all the different gameplay modes and actions players can take and how we can modify them," Koenig noted.
Singh highlighted Perks tailored for non-traditional playstyles, such as those for players who kill every NPC. "We have Perks like Psychopath and Serial Killer that grant bonuses, like permanent health boosts, for this playstyle," he said. "It's a fun way to play in subsequent playthroughs to see how far you can take it."
For more traditional builds, Koenig discussed utilizing elemental combat. Players can mix and match damage types, like using plasma to burn enemies while healing, shock damage to control automechs, or corrosive damage to strip armor for critical hits.
Singh also mentioned opportunities for players to opt into detrimental effects that enhance other aspects of their character. "How do I construct a build where I'm incentivized to take damage to do other things effectively?" he asked. This design philosophy, present in the original game, is now a central theme in The Outer Worlds 2, especially with Traits and Flaws.
The Positive and Negative Traits
Koenig noted the influence of Fallout on The Outer Worlds, allowing negative attributes for extra points. The Flaws system in the original game offered permanent effects in exchange for Perk points. In The Outer Worlds 2, this concept is expanding with Positive and Negative Traits. Players can select a negative Trait, like Dumb, which prevents investing in five Skills, or Sickly, which lowers base health and toxicity tolerance, to gain additional positive Traits such as Brilliant for extra Skill points or Brawny for knockback effects.
While I'll explore the revamped Flaws in more detail in another article, it's clear that The Outer Worlds 2 is pushing boundaries with creative and clever Flaws. The game monitors player behavior, and Flaws now have specific conditions that are both positive and negative, adding an unexpected layer to the Traits system.
The Outer Worlds 2 Gameplay - Screenshots
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Guiding Players and Ditching Respec
With numerous new elements, Obsidian aims to make The Outer Worlds 2's mechanics clear and digestible. "Right from character creation, we wanted to highlight the differences and impacts of these Skills," Koenig said. In-game explanations and UI elements, including short gameplay demonstration videos, aid in understanding. Players can mark Perks as favorites to plan their progression and build, with clear requirements and icons indicating playstyle and Skills.
Obsidian encourages players to consider their choices carefully, as there's no respec after the introductory sequence. "By removing respec, we incentivize a truly personal experience," Koenig stated. "It's something special about RPGs that respec tends to diminish."
Singh emphasized the importance of meaningful choices. "All of your choices should matter and change your gameplay experience," he concluded. "This is one way we're asking you to make a choice, stick to it, and see how it plays out in interesting and fun ways."