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"The Outer Worlds 2: Unleash Your RPG Character Creativity - IGN First"

Author : Andrew May 16,2025

After getting an exclusive look at the alpha build of *The Outer Worlds 2*, it's evident that Obsidian Entertainment is doubling down on enriching the RPG elements of the game. While the first installment was designed to be more accessible with its streamlined character progression, the sequel is all about encouraging players to explore unconventional and specialized playstyles. This isn't just about adding complexity for its own sake; rather, it's about fostering creativity and embracing the unique choices players might make.

In a conversation with design director Matt Singh, he emphasized their goal to "incentivize the player to experiment with different builds, either traditional or non-traditional." This approach is evident in how the team has revamped the RPG mechanics to create more synergy between player Skills, Traits, and Perks. These changes were showcased in our exclusive 11-minute gameplay footage, highlighting new elements such as gunplay, stealth, gadgets, and dialogue. In this IGN First feature, we delve into the intricacies of these revamped systems and what players can anticipate.

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

Lead systems designer Kyle Koenig reflected on the first game, noting that "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 the grouped Skill categories of the original to individual Skills that offer more distinct differences. "We wanted to focus on making each individual level-up and investment really important," Koenig explained. This new approach allows players to specialize more effectively, understanding exactly which Skills are crucial for their desired playstyle, whether it's focusing on guns and medical devices or another unique combination.

Matt Singh added that the game encourages more than just traditional builds. "There's more than just a traditional stealth-focused build, combat-focused build, or speech-focused build," he said. Players can now blend concepts and incorporate various systems into a broad yet unique range of player profiles. For example, investing in the Observation Skill can reveal hidden elements in the environment, such as secret doors or interactive objects, leading to new paths and gameplay opportunities.

The Outer Worlds 2 Character Creation - Screenshots

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While this shift may seem standard for RPGs, *The Outer Worlds* was unique in its original approach. The sequel, however, leverages the revised Skill system 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 is focusing on specificity and unique play avenues with over 90 Perks that require 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. An example he provided is the Run and Gun Perk for shotgun, SMG, and rifle users, which allows firing while sprinting or sliding, combined with Tactical Time Dilation (TTD) for bullet-time action. Another intriguing Perk, Space Ranger, enhances dialogue interactions and grants damage boosts based on your Speech stat. "The way we looked at them when designing them was to look at what are all the different modes of gameplay the player has, and what are all the actions they can take and how can we modify them," Koenig stated.

Singh highlighted the game's support for non-traditional playstyles, mentioning Perks like Psychopath and Serial Killer for players who prefer to eliminate every NPC, offering permanent health boosts as rewards. "Especially in an Obsidian game where we allow you to kill anybody – the game's going to respond, it's going to roll with it, and you're going to still be able to complete the game. It's actually a really fun way to play in a second or third playthrough just to see how far you can take it," he said.

For more traditional players, Koenig discussed builds that leverage elemental combat, such as using plasma to burn enemies while healing, or using shock damage to control automechs and paralyze foes, or corrosive damage to strip armor and deal critical hits.

Play

Singh also mentioned opportunities for players to experiment with detrimental effects that can enhance other aspects of their character. "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? I really like those kinds of creative builds that allow you to play with that idea and convert something that might be negative into a positive aspect of your build," he said. This design philosophy, while present in the original, is now a central focus in *The Outer Worlds 2*, particularly with Traits and Flaws.

The Positive and Negative Traits

Koenig reflected on the influence of *Fallout* on *The Outer Worlds*, noting that "you could have negative attributes that would be actively detrimental to your character, but you get a few extra points to spend somewhere else." The Flaws system in the original game allowed players to accept permanent effects in exchange for extra Perk points. In *The Outer Worlds 2*, this concept is expanded significantly.

The system of Positive and Negative Traits creates a give-and-take dynamic, allowing players to choose a negative Trait to gain an additional positive one. Examples include Brilliant, which grants extra Skill points at character creation, or Brawny, which allows players to knock down targets by sprinting into them. On the flip side, negative Traits like Dumb lock players out of certain Skills, while Sickly permanently reduces base health and tolerance for toxicity.

The Outer Worlds 2 Gameplay - Screenshots

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While a more detailed exploration of the revamped Flaws will be covered in a future article, it's clear that *The Outer Worlds 2* is pushing the boundaries with creative and sometimes humorous Flaws. In the original game, I often declined Flaws as the trade-off wasn't worth it. Now, the game monitors player behavior and offers Flaws with both positive and negative conditions, adding an unexpected layer to the Traits system. Players must opt into these, but once accepted, they become a permanent part of the character.

Guiding Players and Ditching Respec

With the increased complexity of *The Outer Worlds 2*, Obsidian has made efforts to ensure these systems are accessible and understandable. "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," Koenig said. The game includes in-game explanations and UI elements, such as short videos in the menus demonstrating the gameplay impact of different Skills. 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.

Obsidian is keen for players to carefully consider their choices, particularly since there is no respec option beyond 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 stated.

Singh echoed this sentiment, emphasizing that "all of your choices should matter. They should be meaningful changes to your gameplay experience." He concluded, "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."