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"The Outer Worlds 2 Enhances RPG Character Customization - IGN First"

Author : Lily Update : Apr 21,2025

Having finally seen The Outer Worlds 2 for myself, it's evident that Obsidian has prioritized deepening the RPG elements in their latest sequel. While the first game offered streamlined systems and character progression for a more approachable experience, The Outer Worlds 2 is designed to encourage players to embrace diversity and unconventional gameplay styles. The sequel isn't just about complexity for complexity's sake; it aims to foster creativity, specialization, and even the embrace of quirky choices in character development.

"We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," explained design director Matt Singh. He emphasized the team's focus on enhancing synergies between player Skills, Traits, and Perks to create unique and engaging builds. This approach was evident in an exclusive 11-minute gameplay showcase, highlighting new gunplay, stealth mechanics, gadgets, and dialogue options. In this part of our IGN First coverage on The Outer Worlds 2, we delve into the intricate reworking of these systems and what players can anticipate.

PlayRethinking the Skill System ---------------------------

"We would often see characters good at everything, which by the end of the game, minimized your personal experience with your character," noted lead systems designer Kyle Koenig, reflecting on the first game and the changes implemented for the sequel. Obsidian is moving away from the Skill categories that grouped stats together in the original, opting instead for individual Skills with more pronounced 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 focus on guns and medical devices, you'll know exactly which Skills to prioritize. By separating them from groupings, it allows characters to be more specialized," Koenig added.

Singh elaborated, "There's more than just traditional stealth, combat, or speech-focused builds. There's a lot of blending of concepts, playing with other systems and incorporating those into a broad, yet unique range of different player profiles." He mentioned that certain Skill investments can manifest in other ways, such as Observation, which can reveal secret doors or interactive objects that lead to alternate paths.

The Outer Worlds 2 Character Creation - Screenshots

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This approach might seem standard for RPGs, but The Outer Worlds was unique in its Skill grouping. In the sequel, the revised Skill system aims to create greater distinctions and open up more possibilities for character builds, particularly in conjunction with 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 to over 90, 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 explained. He highlighted a Perk called Run and Gun for shotgun, SMG, and rifle users, which allows firing while sprinting or sliding, and when combined with Tactical Time Dilation (TTD), enables bullet-time action. Another Perk, Space Ranger, enhances dialogue interactions and grants damage boosts based on your Speech stat. "The way we designed them was to consider all the different modes of gameplay and how we can modify them," Koenig stated.

"We have a lot of Perks that cater to non-traditional playstyles," Singh added, citing examples like Psychopath and Serial Killer, which offer bonuses like permanent health boosts for players who kill every NPC. "Especially in an Obsidian game where you can kill anyone, the game will respond and you can still complete it. It's a fun way to play in subsequent playthroughs to see how far you can take it."

For more traditional playstyles, Koenig provided insights into builds that leverage elemental combat. "You can mix and match, being a character focused on plasma damage to burn enemies while healing, or using shock damage to temporarily control automechs or paralyze creatures and humans, or corrosive damage to strip armor and ensure all your attacks are critical hits."

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Singh highlighted other experimental avenues, such as opting into detrimental effects that buff other aspects of your character. "How do I construct a build where I'm incentivized to take damage to enhance other abilities? I really like those creative builds that convert negatives into positives," he said. 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

"One of the things in The Outer Worlds that was inspired by Fallout was the ability to have negative attributes that are detrimental but grant extra points to spend elsewhere," Koenig mentioned. The Flaws system in the original allowed players to take permanent effects based on in-game behavior in exchange for an extra Perk point. In The Outer Worlds 2, this concept is expanding significantly.

The system of Positive Traits 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 investing in 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 pushing the boundaries with creative and sometimes humorous Flaws. 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 specific conditions that are both positive and negative, adding another layer to the Traits system. These Flaws appear unexpectedly based on your playstyle, and while you must opt into them, they become a permanent part of your character.

Guiding Players and Ditching Respec

With many moving parts in The Outer Worlds 2, Obsidian has focused on making these elements clear and digestible through in-game explanations and UI elements. "Right from the start, during character creation, we wanted to highlight the differences and impacts of these Skills," Koenig said. This clarity is not only in the help text but also in short videos within the menus that demonstrate gameplay impacts. A standout feature is the ability to mark Perks as favorites before unlocking them, aiding in planning and organizing a specific progression path or build. The requirements are shown upfront, and icons in the menu signify a Perk's general playstyle and associated Skill.

"We're looking for ways to incentivize the player to experiment with different builds, either traditional or non-traditional," Singh reiterated. 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 unique experience. It's a part of your journey that no one else has, and that's what makes RPGs special," Koenig emphasized.

Singh concluded, "Philosophically, we believe all your choices should matter and bring meaningful changes to your gameplay experience. This is just one way we're asking you to make a choice, stick to it, and see how it plays out in interesting and fun ways."