One related choice cuts through the entire experience, the flag-bearing resolution to underscore this mindset. That is this: The Outer Worlds 2 has no character respec option, meaning the only way to reset your character experience is to start the whole game over. Choices you make in the character growth process across thirty levels are final, and therefore often agonizing. I know this won't be to everybody's taste, but I love it and I love the director's explanation for why even more.
"You'll see games where they allow infinite respec, and at that point I'm not really role-playing a character, because I'm jumping between -- well my guy is a really great assassin that snipes from long range, and then oh, y'know, now I'm going to be a speech person, then respec again,"
he told me back in June. The implication is clear: this is a game that wants you to make choices, and in truest role-playing tradition the consequences for those choices aren't always going to be immediately clear.
This goes for narrative stuff, of course, but it also sticks just as hard in gameplay. If you have a mental blocker around the idea of missing out on stuff and want the most perfect, pristine playthrough at all costs, this game probably isn't for you. The very nature of this system and the number of skill points available across a play through means you are going to
constantly encounter speech checks you can't pass, terminals you can't hack, locks you can't pick, and puzzles you can't solve. There is power in this, however: it engenders a role-playing experience where you need to plan ahead and make your peace with that planned path. It also allows strange twists on your original thinking to suddenly establish themselves, most often through a perk system just as expansive as in this game's predecessor.