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Game News Wasteland 2 Game of the Year Edition announced...for Xbox One?!

cw8

Cipher
Joined
Oct 7, 2014
Messages
677
I hope there's none of that bullshit "Game's too hard, need hint system", "Game's too hard, needs to be easier", "I don't know what to do, need quest arrows", achievements, trophies feedback that Grim Fandango Remastered managed to pull out from the mainstream audience.

If the game's too hard, simply set the difficulty to Supreme Jerk and have fun...
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,008
Location
Northern wastes
PS4 version got officially announced btw.
So PC gamers that made this game happen got a buggy, glitchy and unfinished version while console gamers get an enhanced, polished version with better graphics, balance and other improvements.
Very nice of you Brian. Red Boots DLC indeed ;)
 
Unwanted

a Goat

Unwanted
Dumbfuck Edgy Vatnik
Joined
Jun 15, 2014
Messages
6,941
Location
Albania
It's a completely different game that was created with consoles in mind since day one. Did you really miss all the bitching about the game being consolidated after the release? I mean it plays more like FFT than like the previous X-Com. There is a fucking reason why TES games were radically altered after switching from being PC-focused to being multiplats, there is a reason why the only Civ game on consoles had been created specifically to be released on consoles. Wasteland 2 is not X-Com it's not a console friendly tactical game. Either Inxile will alter the interface radically or it will be a nightmare. Having to aim at these tiny models with pad would be a chore, operating their clusterfuck of an inventory would be a chore, operating the PC-oriented character screen would be a chore. An expert dev would probably be able to make it playable but Inxile isn't one.
go3kGOl.jpg


Ever tried to hover over that red dots on range indicator(above weapon pic)? Other than that aiming being problem can be solved by marking whole grid(s - for bigger enemies) as a target.

Redesigning interface isn't big deal, just do basic list-based shit, using bigger font(so it's more comfortable when playing on TV) neither and combat using grids(even better - square grids) make it even easier to "port" the controls.

The only remotely hard thing about it is movement out of combat.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,087
Location
Azores Islands
Inxile could not get the Ui right on pc after countless iterations, still presenting a half asked attempt as it is. I very much doubt they have the skills to remake the Ui for consoles effectively
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
there is the darkside, the temptation of sell out which... really...
Are you sure you are a huge free market kind of guy?:troll:

You seem to imply that innovation and adherence to principal are incompatible with such? Me thinks you might be drinking too much from the Marxist punch bowl?
The joke was that you were afraid of sell outs, such as I quoted. There should not be anything wrong with adhering to what the market says about your product, even if ten million xbros buy wasteland 2 and complain about excessive text.
 

Seerix

Arbiter
Joined
Mar 31, 2012
Messages
235
It's a surprise, but not really. If I am not mistaken, Unity is pretty much all-in-one engine and development kit environment with native support for various platforms out of the box, so a console port only means gamepad friendly UI changes and controls and extensive beta testing since I doubt you can just pick xbone or ps4 file extension when clicking "save as" and call it a day, they will surely need to make some adjustments to ensure smooth performance*

*since supposedly those new consoles aren't working out so well, I heard :troll:
 

SwiftCrack

Arcane
Joined
Oct 3, 2012
Messages
1,836
GDI, so I still have to wait with playing this. Let that update drop soon please.
 

throwaway

Cipher
Joined
Dec 17, 2013
Messages
492
I sorta felt bad for missing the period W2 and DOS were being played by everyone but it seems like a better decision now. Not sure if Ill be able to do that with POE.
 
Unwanted

a Goat

Unwanted
Dumbfuck Edgy Vatnik
Joined
Jun 15, 2014
Messages
6,941
Location
Albania
Inxile could not get the Ui right on pc after countless iterations, still presenting a half asked attempt as it is. I very much doubt they have the skills to remake the Ui for consoles effectively
Have you noticed how many skills quick action bar can hold?
8
Now let's look at Dpad from random x360 modification.
RgwYWxc.jpg

Same shit works even if it's dualshock-like controller, you just need to press 2 button at once. If it's only PS4 version then it's even easier because you can use trackpad.

And list-based inventories are easy to design. They're shit but they're not any kind of complicated.

Seriously in the beginning I thought it didn't made sense. Skills being chosen from the list after pressing empty quickbar, range indicator allowing for aiming at particular enemy, gridless movement but grid-based combat. The game wasn't developed with consoles in mind, but they've left themselves a way to port it not-so-painfully.

Compare it to Divinity - everything is grid-less, including moving objects, click and drag being used quite commonly(both when moving objects, skills and inventory - see crafting). Swen was the first to say that he wants to have his game on consoles but sure as fuck he'll have hard time re-designing the interface and controls.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Inxile could not get the Ui right on pc after countless iterations, still presenting a half asked attempt as it is. I very much doubt they have the skills to remake the Ui for consoles effectively
Have you noticed how many skills quick action bar can hold?
8
Now let's look at Dpad from random x360 modification.
RgwYWxc.jpg

Same shit works even if it's dualshock-like controller, you just need to press 2 button at once. If it's only PS4 version then it's even easier because you can use trackpad.

And list-based inventories are easy to design. They're shit but they're not any kind of complicated.

Seriously in the beginning I thought it didn't made sense. Skills being chosen from the list after pressing empty quickbar, range indicator allowing for aiming at particular enemy, gridless movement but grid-based combat. The game wasn't developed with consoles in mind, but they've left themselves a way to port it not-so-painfully.

Compare it to Divinity - everything is grid-less, including moving objects, click and drag being used quite commonly(both when moving objects, skills and inventory - see crafting). Swen was the first to say that he wants to have his game on consoles but sure as fuck he'll have hard time re-designing the interface and controls.
I think they will probably implement a wheelbar for skill selection. The D-pad is never used as an 8 way control, only 4 way in any game.
 

Paul_cz

Arcane
Joined
Jan 26, 2014
Messages
2,008
How the hell will controls work?

Anyway, I hope PC version will get controller support too. Might be fun to play on TV.
 

vorvek

Augur
Patron
Joined
Nov 25, 2012
Messages
169
Location
Tempest
Shadorwun: Hong Kong
Wasteland 2 had THREE people working on the interface. Unless they were fired they can probably earn their wages for a couple of months and adapt the interface for consoles. Fucking XCom was in the original Playstation, and SimCity Classic and SimCity 2000 were released on SNES. It's not rocket science.
 

GloomFrost

Arcane
Joined
Dec 9, 2014
Messages
1,008
Location
Northern wastes
Wasteland 2 had THREE people working on the interface. Unless they were fired they can probably earn their wages for a couple of months and adapt the interface for consoles. Fucking XCom was in the original Playstation, and SimCity Classic and SimCity 2000 were released on SNES. It's not rocket science.
Also don't forget about how many times that had to change it. You can find early development videos and interface there looks NOTHING like in the release version.
 
Weasel
Joined
Dec 14, 2012
Messages
1,865,661
Also don't forget about how many times that had to change it. You can find early development videos and interface there looks NOTHING like in the release version.

To be fair, they hadn't received Hiver's feedback at that stage.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,444
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
inXile doesn't have a "UI development team". It may have had three people who individually worked on the UI at different time periods, among their other tasks.
 

norolim

Arcane
Joined
Nov 21, 2012
Messages
1,012
Location
Pawland
Guys, you're missing one very important thing: consoles are not the leading platform any more. In the last couple of years PC has overtaken them both in popularity among developers and global gaming software revenue. What's more, analysts say the distance between PC and consoles (all counted together) will further increase in the near future. PC is winning the war and despite all the flaws of his platform, it's obvious we have Gaben to thank for that.

So, stop panicking. The tide has turned. I believe, that the current console generation will be the last (at least for consoles in the traditional form, they will probably evolve into sth more cloud based). The next platform wars will be between Windows 10 and SteamOS, and between the different VRs.

There is one other player though.

Yes, you might start worrying, when they start designing those PC games with a platform that has no controls in mind. Actually, they're already doing that: you can't argue that Shadowrun Returns wasn't affected by those tablet versions.
 

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