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Incline Wasteland 2 Discussion Thread

Discussion in 'Computer RPG Discussion' started by TwinkieGorilla, Mar 15, 2012.

  1. Infinitron RPG Codex Staff Patron

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  2. Brother None On the line for InXile

    Brother None
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    Here's the video I mentioned:

    Update confirms: 4 ranger party, 3 followers. Top-down exploration with isometric town map and combat most likely. Turn-based combat mostly taking inspiration from Jagged Alliance and the like. Story set right after Wasteland has you going into California.
    CappenVarra, mindx2, udm and 1 other person Brofist this.
  3. udm Learned

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    So, I guess we'll run into Little Bobby again then? :thumbsup:
  4. Awor Szurkrarz Arcane

    Awor Szurkrarz
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    Who's that kid which appeared in the end?
  5. sgc_meltdown Magister

    sgc_meltdown
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    [IMG]
  6. Alex Prophet Patron

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    I dunno. I can kind of see why some people would put "direct association between player and a single character" as a necessary quality for RPGs. I certainly don't agree with her, but I can see where she is coming from. Specially when one considers how different conversations in such games go.

    Oh, I see. Brother None, do you at least have any idea of, compared to the original Wasteland, how strongly puzzle solving and "creative thinking (which, in a computer game, really means figuring out what the DEV thought of when he made the puzzle) will figure in the game? I haven't seen this particular area addressed much in interviews and what not, and it is something that I consider very important about the original.
  7. Johannes Liturgist

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    Even if puzzle solving is mostly exactly just that, sometimes games do allow for creative thinking outside of following the devs thought process. When you've got enough environmental interaction, that isn't strictly scripted, like sneaking, climbing, stealing, destructible walls, teleport spells, charm spells, NPC schedules, etc., you can also in some games come up with clever ways to basically bypass the puzzle the developer thought of. Not really in the original WL, though.
  8. Shadenuat Arbiter

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    I don't know what type of death fans of original Wasteland would pick for me, decapitation, on fire or simple poisoned apple, but I would actually like to see an option of giving your squadmates personalities, like in Wizardry 8. Bright and unique characters of JA did't hurt my feelings either, and I liked when in IWD/IWD2 paladin sensed evil or refused quest rewards. Relationships between party members or their personal tastes and characters could be roleplaying quirks, like pros&cons in GURPS, so if you pick some, you still create and control each ranger, but they would be more lively... or somethin.
    <<<partybanterfag.
  9. Alex Prophet Patron

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    Thanks for bringing this up, Johannes! I am interested in that kind of gameplay just as much, if not more, as in normal puzzle solving.

    I wouldn't mind this kind of thing either, but I figure that all but the shallowest implementations would detract too much from their resources. I figure the npcs you recruit into your party will maybe have the autonomy level of JA mercs, however.
  10. Brother None On the line for InXile

    Brother None
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    Nope, sorry, no idea. It's an interesting point that they haven't really talked about it.
  11. Alex Prophet Patron

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    Brother None

    Thanks anyway! I will try the "Ask a Question" button of the kickstarter then.
  12. Gregz Liturgist

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    I loved that part of Wasteland too, but now that we have the internet...puzzles just don't play the same way. They are too easy to spoil/skip. It's a contentious topic. An elephant in the room that most gamers and designers would like to pretend isn't there:

    Poll: Do you use Spoilers/Walkthroughs/FAQs to progress through a game?
  13. Alex Prophet Patron

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    I did read your thread, Gregz. But I am still in the camp of people who would rather have puzzles as they were. IF others want to spoil that kind of gameplay for themselves, well, it has nothing to do with me. I used to play adventure games using walkthroughs all the time, because I figured the important part was the "story". Nowadays,I feel my choice to do so was quite stupid and all I did was spoil the game for myself (although, fortunately, my memory has always been horrible, so I managed to play some of these games again while being surprised). In fact, I just finished playing Maniac Mansion this weekend, where the only place I got stuck was with the man eating plant,
  14. Gregz Liturgist

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    Yes, I agree and that's probably the best approach.

    I do however wish designers could figure out puzzle mechanics that are fun, engaging, challenging, and spoiler-proof. Very difficult design problem, and based on that poll most players do 'cheat'. I wish I could play the way you do, but after a few hours of staring at a locked door I cave and google :roll:.
  15. Clockwork Knight Arcane

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    :lol: :lol: :lol:

    /thread

    /forum
  16. ArcturusXIV Erudite

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    Hrm, from someone who hasn't played the original Wasteland, how does this compare to Fallout 1 and 2...

    And more importantly, is the sequel looking up..?

    I wouldn't mind the American Southwest, as long as it involves Utah nuked, and the game set somewhere in death valley among the remnants of Mormons I used to live near. :) Kthnx. (/input)
  17. Aeschylus Cipher Patron

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    Utah is pretty far from Death Valley, though I guess there are some Mormons in LA. Also, Death Valley doesn't really need to be nuked to look like a post-apocalyptic hellhole.
  18. ArcturusXIV Erudite

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    I grew up in St. George. It's pretty close, and a desert environment near Vegas. Temp is about 140 during summers.. :/
  19. ArcturusXIV Erudite

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    [IMG]

    HERE.
  20. Infinitron RPG Codex Staff Patron

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  21. udm Learned

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    Very different, actually. It's still pretty grimdark in some areas, like the Temple of Blood, but it's just more wacky and zany. There's also less of a sense of direction. There are very few cues to point you in the right direction, and for most of the game you're just wandering aimlessly until you are tough enough to enter Vegas.
  22. Infinitron RPG Codex Staff Patron

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  23. Clockwork Knight Arcane

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  24. Awor Szurkrarz Arcane

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    It doesn't have a protagonist. It's party based. It's in tactical scale instead of skirmish scale. Generally one field is about 3x3m or more, depending on what map level you're on and there can be several critters on one field. Party mostly moves as a whole but you can detach a sub-party to get into melee or avoid having the whole party sprayed with automatic fire. You target groups of enemies instead of individuals.
    In combat, depending on power of enemy attack characters can be knocked out after running out of HP or receive a serious wound that gets worse if you don't get medical aid.
    You create your own party of up to 4 rangers (or use a default pre-made party) and can recruit up to 3 NPCs.
    Non combat interaction is heavily based on active skill, item and attribute use.
    There are no dialogue trees. You talk either by typing in keywords, using an appropriate attribute/skill or choosing an option from a dialogue menu.

    I recommend trying it out. It has some qualities that are missing in Fallout.
  25. ArcturusXIV Erudite

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    Okay, if this is party-based turn-based tactical combat, I'm already interested. This is the type of game I've been lacking for years and years.

    What do you mean "rangers"? Is this a class, or are the characters fully customizable, and how does this work briefly??

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