After experiencing the alpha build of *The Outer Worlds 2*, it's evident that Obsidian Entertainment has placed a strong emphasis on enhancing the RPG mechanics of the game. Unlike its predecessor, which featured more straightforward systems, the sequel encourages players to dive into deeper, more complex RPG elements, fostering creativity and specialization in character development. The goal is clear: to inspire players to experiment with both conventional and unconventional builds, making each playthrough unique and engaging.
Design director Matt Singh emphasized the importance of experimentation, stating, "We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional." The team has focused on synergies between Skills, Traits, and Perks, aiming to create diverse and impactful character builds. This approach was showcased in our exclusive 11-minute gameplay footage, highlighting new elements such as gunplay, stealth, gadgets, and dialogue. In this IGN First coverage, we delve into the revamped RPG systems and what players can expect.
Rethinking the Skill System
Lead systems designer Kyle Koenig reflected on the first game, 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 broad Skill categories to more distinct, individual Skills that encourage specialization. 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."
Singh added that the new system allows for a broader range of player profiles, blending concepts and incorporating various systems. He highlighted the Skill of Observation, which can reveal hidden elements in the environment, such as secret doors or interactive objects, leading to alternative paths in gameplay.
The Outer Worlds 2 Character Creation - Screenshots
This shift in the Skill system aims to create more distinct character builds and open up new possibilities, especially in conjunction with the revamped Perks system.
The Perks of Getting Experimental
Obsidian has significantly expanded the Perks system, introducing over 90 Perks that are intricately linked to Skills. Koenig explained, "We've significantly increased the number of Perks with over 90 of them – each of those requiring various Skills to unlock." This encourages players to explore different paths and playstyles. For example, the Perk "Run and Gun" is tailored for players using shotguns, SMGs, and rifles, allowing them to shoot while sprinting or sliding, and can be enhanced with Tactical Time Dilation (TTD) for bullet-time action.
Singh highlighted the game's support for non-traditional playstyles, mentioning Perks like "Psychopath" and "Serial Killer" that cater to players who choose to eliminate NPCs, offering unique bonuses like permanent health boosts. Koenig also discussed traditional builds, such as those focusing on elemental combat, where players can mix and match damage types for strategic advantages.
Singh emphasized the experimental nature of the game, suggesting players can opt into detrimental effects that 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?" This approach to character building is a core aspect of *The Outer Worlds 2*.
The Positive and Negative Traits
Koenig discussed the Traits system, which draws inspiration from the *Fallout* series, allowing players to select negative attributes in exchange for additional points to spend elsewhere. In *The Outer Worlds 2*, this concept is expanded through the Positive and Negative Traits system. Players can choose Traits like "Brilliant" for extra Skill points or "Brawny" to knock down enemies by sprinting into them. However, selecting negative Traits like "Dumb," which locks out five Skills, or "Sickly," which reduces base health and toxicity tolerance, allows for additional positive Traits.
The Outer Worlds 2 Gameplay - Screenshots
The Flaws system, which was present in the original game, is now more dynamic and integrated with the Traits system. Flaws are triggered based on player behavior and offer both positive and negative effects, adding another layer of complexity and personalization to character development.
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 clear through in-game explanations and UI elements. Koenig mentioned the importance of clarity from character creation, stating, "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." The game includes short videos in the menus to illustrate the impact of Skills and allows players to mark Perks as favorites to plan their progression path.
A significant change is the removal of the respec option after the introductory sequence. Koenig explained, "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."
In conclusion, *The Outer Worlds 2* is designed to offer a more personalized and experimental RPG experience, encouraging players to make meaningful choices and stick with them throughout their journey.