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Wasteland Wasteland 2 Thread - Director's Cut

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,887
Ideally youse inXile people will let us know when you're all set to ship the Steam-free stuff.

Unlike Larian, who are either postponing for the rebalance patch to be done, or have left them high and dry. Either way, radio silence from them.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
35,887
ex-Obsidian, current CD Projekt-guy Patrick Mills has some thoughts about Wasteland 2. Are they good thoughts??????????

I am digging this game a lot despite flaws, but why are shotguns so terrible? I'm still pretty early in the game but it seems like the only weapons really worth having are sniper rifles and assault rifles.

Yeah, but it's not a simulation of a post-nuclear ecology, it's a video game set in a pastiche of 90s, old west, and mad-max signifiers. They really don't have a good excuse for environments and character art being so bland, except that they clearly didn't have any serious art direction.

This game has such a weird relationship to savescumming. Like, they recognize that savescumming is a problem, but they mistake it for a cause rather than a symptom. The cause is pointless dice-rolling mechanics that should have stayed in the 90s. Their solution was just to make skill checks really really obnoxious, so you wouldn't want to reload every time. They also don't have a quicksave/quickload. This is a very stupid solution, but it's made all the worse when you have things like the identical pillars. I *want* to just play the game and let the chips fall where they may, but there's so much stupid bullshit I'm constantly having to reload entire maps because I accidentally do something and have the game tell me I did it wrong, when actually the game isn't providing proper guidance.

All that grumbling aside, I'm spending an enormous amount of time in the game, I'm just frustrated with it. "Pick a door, any door." wasn't acceptable design when Gygax did it in Tomb of Horrors, it's not acceptable in 2014.
...
They do. You even get 3 quicksave slots.
whaaa?

OK, but everything else still stands.

nah it was hilarious and anyone who is seriously pining for no interactivity aside from The Correct Path should just go buy the latest rail shooter or just read a book.
Door A = failure
Door B = success

That's pretty much classic bad game design. The ur-example of this is Tomb of Horrors, the old AD&D module where the first choice in the adventure is door A, door B, or door C. Door A goes into the dungeon. Door B teleports you to the bottom of the dungeon without equipment. Door C instantly kills anyone who uses it.

The arbitrary pillar choice in Rail Nomads is the game pointlessly wasting the player's time, it's a choice with totally unpredictable consequences that doesn't even make sense *in hindsight*. Go, if you think the rest of us should be playing CoD, maybe you should be playing King's Quest V.

Also, literally no one is "pining for no interactivity aside from The Correct Path". Who said that?
...
this guy. also the three doors comparison doesn't quite fit: you don't need to save ralphy to proceed.
Cut the unskippable cutscene. Yep, the cutscenes in this game are unskippable, unacceptable since '97

Make walking twice as fast. One possible solution to the serious problem of travel times.

Remove pointless trap option. Dunno what, specifically, he's referring to, but I think we all generally agree that the skill system is kinda fucked. If he's specifically talking about the pillars, he's right.

Make the entire encounter take place closer to the spawn point. Whatever, a symptom of the travel times.

Removing the ability to fail dicerolls on skill checks is pretty much where RPGs have been going for years, and with good reason. Threshold checks are a better reward for strategic player choice than rolling a die, nearly every time. Witness, the superiority of the systems design in Fallout: New Vegas and Fallout 3.

So actually no he's not asking for a corridor shooter.

And no, you don't need Ralphy to proceed, he's not crit path, and this isn't as big a mistake as Tomb of Horrors, but it's still shitty. When you offer choices to a player they need to have context or the choice is meaningless. This is a meaningless choice with no context that, if you get it "wrong" you miss out on a companion and whole paths in the Rail Nomads storyline.

You don't need to remove the two pillars thing, but the very minimum for making this not-bad design would be to make some difference in appearance or description for the two pillars. Having a different description string on each pillar is basically the most low-effort solution available for this, but even that wasn't done. It's a designer making a shitty joke he doesn't know how to tell.
...
But the pillars aren't identical:
http://i.imgur.com/wwJzIpU.jpg
I think if you take the time to look at it, it's fairly clear that you don't want the one with spikes and shit crashing down on the drowning boy. Still happened to me because I didn't actually look at it long enough, but that's not the game's fault.
Yes it is the game's fault. The art here doesn't even conform to the text descriptions, and the text descriptions *are* identical. The game also teaches the player that the 3d and portrait appearances for objects are unreliable and you should ONLY rely on those. Case in point, nearly every character description vs the portrait appearance.

One of the pillars might have some tiny spikes, but even then, it's not the spikes that kill the kid, it's the fucking angle it falls, which is presumably under the control of your character. It's completely arbitrary.
...
A perception check, or heck an outdoorsman check should have thrown up an alert. Maybe if your brute force is higher you could have knocked the skull pole the right way. I mean, the skills could use all the help they could get to be more useful.
Yes, there are a dozen ways to leave this choice in and have it not be shitty.

Witness, the superiority of the systems design in Fallout: New Vegas
:yeah:

Good to see an anti-grog give inXile a serious thrashing. It'll be pretty funny if Cyberpunk turns out better than Wasteland 2. Too early to tell now of course.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,924
"ex-Obsidian, current CD Projekt-guy Patrick Mills"

Another Saywer fanboy apologist. Idiot.
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
Brother None
I backed the special edition which transfers on gog to the digital deluxe edition (with Wasteland 1 and Bard's Tale as "dlc"). Patches are listed as Patch 2.1 and Patch 2.2 (hotfix).
Same with me. Are they the right ones?

And the right ones for what?
If I understand correctly what BN is saying the game files on GOG are now version 2.0 and the patches are for that version. So, if you downloaded the game previously, you need to download and install it again to be able to use these patches.

Ah, modern game development and digital distribution, they make things easy for EVERYBODY!
 

Disgruntled

Savant
Joined
Sep 17, 2012
Messages
400
As someone who hated on the game during development for its looks, Ive been surprisingly content when playing.
I think the neat UI makes it modern enough to stop the suicidal thoughts I have when trying some of the classics in the bygone age. Also im more forgiving since im actively following a game with AAA graphics, $50M+ budget, non-existant deadlines and a barebones alpha. Makes me appreciate how much content is crammed into W2 with the budget and time they had and that however much they made in the end would struggle to cover all that content in an eye-pleasing manner.

If Inxile opened a kickstarter for W3, I would dig deep. Perhaps set it at $10m to hire a few modelers, artists and optimization specialists.
 

Morkar Left

Guest
ex-Obsidian, current CD Projekt-guy Patrick Mills has some thoughts about Wasteland 2. Are they good thoughts??????????

I am digging this game a lot despite flaws, but why are shotguns so terrible? I'm still pretty early in the game but it seems like the only weapons really worth having are sniper rifles and assault rifles.

Yeah, but it's not a simulation of a post-nuclear ecology, it's a video game set in a pastiche of 90s, old west, and mad-max signifiers. They really don't have a good excuse for environments and character art being so bland, except that they clearly didn't have any serious art direction.

This game has such a weird relationship to savescumming. Like, they recognize that savescumming is a problem, but they mistake it for a cause rather than a symptom. The cause is pointless dice-rolling mechanics that should have stayed in the 90s. Their solution was just to make skill checks really really obnoxious, so you wouldn't want to reload every time. They also don't have a quicksave/quickload. This is a very stupid solution, but it's made all the worse when you have things like the identical pillars. I *want* to just play the game and let the chips fall where they may, but there's so much stupid bullshit I'm constantly having to reload entire maps because I accidentally do something and have the game tell me I did it wrong, when actually the game isn't providing proper guidance.

All that grumbling aside, I'm spending an enormous amount of time in the game, I'm just frustrated with it. "Pick a door, any door." wasn't acceptable design when Gygax did it in Tomb of Horrors, it's not acceptable in 2014.
...
They do. You even get 3 quicksave slots.
whaaa?

OK, but everything else still stands.

nah it was hilarious and anyone who is seriously pining for no interactivity aside from The Correct Path should just go buy the latest rail shooter or just read a book.
Door A = failure
Door B = success

That's pretty much classic bad game design. The ur-example of this is Tomb of Horrors, the old AD&D module where the first choice in the adventure is door A, door B, or door C. Door A goes into the dungeon. Door B teleports you to the bottom of the dungeon without equipment. Door C instantly kills anyone who uses it.

The arbitrary pillar choice in Rail Nomads is the game pointlessly wasting the player's time, it's a choice with totally unpredictable consequences that doesn't even make sense *in hindsight*. Go, if you think the rest of us should be playing CoD, maybe you should be playing King's Quest V.

Also, literally no one is "pining for no interactivity aside from The Correct Path". Who said that?
...
this guy. also the three doors comparison doesn't quite fit: you don't need to save ralphy to proceed.
Cut the unskippable cutscene. Yep, the cutscenes in this game are unskippable, unacceptable since '97

Make walking twice as fast. One possible solution to the serious problem of travel times.

Remove pointless trap option. Dunno what, specifically, he's referring to, but I think we all generally agree that the skill system is kinda fucked. If he's specifically talking about the pillars, he's right.

Make the entire encounter take place closer to the spawn point. Whatever, a symptom of the travel times.

Removing the ability to fail dicerolls on skill checks is pretty much where RPGs have been going for years, and with good reason. Threshold checks are a better reward for strategic player choice than rolling a die, nearly every time. Witness, the superiority of the systems design in Fallout: New Vegas and Fallout 3.

So actually no he's not asking for a corridor shooter.

And no, you don't need Ralphy to proceed, he's not crit path, and this isn't as big a mistake as Tomb of Horrors, but it's still shitty. When you offer choices to a player they need to have context or the choice is meaningless. This is a meaningless choice with no context that, if you get it "wrong" you miss out on a companion and whole paths in the Rail Nomads storyline.

You don't need to remove the two pillars thing, but the very minimum for making this not-bad design would be to make some difference in appearance or description for the two pillars. Having a different description string on each pillar is basically the most low-effort solution available for this, but even that wasn't done. It's a designer making a shitty joke he doesn't know how to tell.
...
But the pillars aren't identical:
http://i.imgur.com/wwJzIpU.jpg
I think if you take the time to look at it, it's fairly clear that you don't want the one with spikes and shit crashing down on the drowning boy. Still happened to me because I didn't actually look at it long enough, but that's not the game's fault.
Yes it is the game's fault. The art here doesn't even conform to the text descriptions, and the text descriptions *are* identical. The game also teaches the player that the 3d and portrait appearances for objects are unreliable and you should ONLY rely on those. Case in point, nearly every character description vs the portrait appearance.

One of the pillars might have some tiny spikes, but even then, it's not the spikes that kill the kid, it's the fucking angle it falls, which is presumably under the control of your character. It's completely arbitrary.
...
A perception check, or heck an outdoorsman check should have thrown up an alert. Maybe if your brute force is higher you could have knocked the skull pole the right way. I mean, the skills could use all the help they could get to be more useful.
Yes, there are a dozen ways to leave this choice in and have it not be shitty.

Witness, the superiority of the systems design in Fallout: New Vegas
:yeah:

Good to see an anti-grog give inXile a serious thrashing. It'll be pretty funny if Cyberpunk turns out better than Wasteland 2. Too early to tell now of course.

There's probably a reason he's now at CD Project (with their cool rollin' round and round and round combat mechanics).

Weapon balancing is good. Every weapon category is useful. It's true that some are worse at the beginning. But later on they get really good (and may falling down again after some time) e.g. machine guns were pretty useless but around the prison they were guaranteed kills for in stopping enemies storming my position or to finish them off. Shotguns are more like a sideweapon which comes more in use on special situations but there are people who are claiming they are all-around good weapons to use.

People complaining about savescumming makes me always lol. Just don't do it? If I want to play ironman I play ironman, if I want to reload in occasional situations I do it. If I want to make a completionist game run with optimal outcome for everything I have to live with reloading.
It's like insisting on rerolling while playing ludo or monopoly. Good thing other players are watching over me there for not cheating...
:thumbsup:

Regarding the pillars; yeah, sometimes you need some common sense. I was using the right pillar exactly because I thought that the other one could probably smash on the boys head. Took me one second to figure out. People aren't accustomed anymore to think outside of gamemechanics it seems. If you rescue someone you want to make the risk for him (and you) as minimal as possible.

The main problem with W2 is, that you can actually have varied builds and gaming experiences but most people seem to only see their way and nothing else.
 

Rhalle

Magister
Joined
Nov 25, 2008
Messages
2,192
There's also the fact that the save-Ralphy pillar has a much higher success % chance to be kicked down than the other.
 
Last edited:

Rhalle

Magister
Joined
Nov 25, 2008
Messages
2,192
As someone who hated on the game during development for its looks, Ive been surprisingly content when playing.
I think the neat UI makes it modern enough to stop the suicidal thoughts I have when trying some of the classics in the bygone age. Also im more forgiving since im actively following a game with AAA graphics, $50M+ budget, non-existant deadlines and a barebones alpha. Makes me appreciate how much content is crammed into W2 with the budget and time they had and that however much they made in the end would struggle to cover all that content in an eye-pleasing manner.

If Inxile opened a kickstarter for W3, I would dig deep. Perhaps set it at $10m to hire a few modelers, artists and optimization specialists.

I like the 2D. The interface and the inventory and all the inventory icons and the text descriptions-- all the 2D stuff I like a lot. It's done well enough.

The clothing options for the characters and the weapons on which the mods appear, and the art design all around, for the whole game, is decent. It has soul.

For all the myriad flaws, the whole game has soul.

The main issue with the visuals, for me, is twofold:


1. the Unity Engine appears to suck giant balls and is horribly inefficient (with the exception of the character shadows; those look good and seem cheap to run). Is it Unity's fault or is it because ineXile is incompetent and doesn't know how to optimize?

2. the 3D models, particularly environment ones (this includes player characters, too, I guess) l lack a normal level of refinement for something made in 2014.

Everything seems like it was hacked out with an axe instead of made with nice sharp knife. It's all very Playskool.

For whatever reason the game that comes to my mind is NWN2. It was made 8 years ago, and WL2 3D visuals are only slightly better than it.

Maybe it's reminiscent of it since the inventories and paper doll look a lot alike and because the....oh what was that shit engine called that it ran on coded by BW that had so many lights calculations that it ran like utter garbage?..anyway. Yeah, reminds me of that.
 
Last edited:

Psilo707

Barely Literate
Joined
Oct 16, 2014
Messages
1
Hey guys. Really newb question here but how do I get the 'settings/popup screen' to appear before the game actually loads in?

I want to change my video settings before going into the game. This window came up once but now it doesn't come up and I need it. thanks!
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,640
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
1. the Unity Engine appears to suck giant balls and is horribly inefficient

New interview: http://www.develop-online.net/interview/unity-focus-bringing-life-to-the-wasteland/0198811

Unity Focus: Bringing life to the Wasteland
inXile Entertainment’s Chris Keenan discusses how his team broke new ground for Unity

Wasteland 2, the long-awaited sequel to the game that inspired the Falloutseries, is one of the most high-profile examples of Kickstarter success. With the game now finally available, we spoke to developer inXile Entertainment to find out more about the tech behind this hotly-anticipated title.

Given the size and scope of the game, the most crucial decision was which engine the team would use. In fact, project lead Chris Keenan says this was the first step after the Kickstarter campaign reached its target – and he says it came down to two choices.

“After some initial examination, we narrowed it down to Unreal and Unity,” he says. “InXile had used Unreal for many years prior, but we also had a quarter of the team size we did during that period. While you can do some amazing things with Unreal, we felt that it would have been overkill.

“At the time, there weren’t any large PC games being developed on Unity so there was a bit of risk, but after a tech evaluation, we felt it would hold up to what our team threw at it.”

ASSET BONANZA
One of the things that swung the decision was Unity’s Asset Store, which Keenan says gave the team a huge advantage: “We could hit the ground running, purchasing assets in bulk that would allow our team to start prototyping immediately. We’re a very iterative company so getting features into code and testing them out was our number one objective.”

The store also helped inXile get their many enthusiastic backers involved. Working with the team at Unity, the studio experimented with crowd-sourced assets.

“We created a style guide, posted it up on our website and had some members of the team working with the community for those who wanted to contribute assets to the game,” explains Keenan. “The community got to keep the rights to their work, got a credit in the game, we would pay them for their creation, and they could sell it on.

Keenan urges new Unity devs to explore the store rather than spending pre-production time on making their own assets – in fact, inXile saved $200,000 in its first few months by doing so.

But Wasteland 2’s development wasn’t entirely dependent on art and visual assets. To hold true to the original game and its legacy, the team knew the written word was just as important.

“Even in some of the most amazing looking games, there are still elements the player won’t be able to experience without that textual world description describing all of the senses,” says Keenan. “We knew we weren’t going to have 50 artists on the project and wanted to use text to fill out the world as much as possible.

“Another focus of ours was with the UI. Games that came from the Infinity Engine and the early Fallout games had a very specific look to the UI. We knew we could achieve this while improving the user experience as many modern games do.”

COMMUNITY COLLABORATION
Keenan’s final advice is for new devs to look for support from the hordes of established Unity users already out there.

“Google will be your best friend,” he says. “Many other developers have likely faced the same problems you’re having. There is almost always a post somewhere about the exact same problem.

“Overall, the best piece of advice is to try not to be too closed off in your development. Technology has changed to the point where there are many ways to interact with the crowd that weren’t possible before. The development of Wasteland 2 has undeniably been better off for it.” ′
 

Athelas

Arcane
Joined
Jun 24, 2013
Messages
4,502
1. the Unity Engine appears to suck giant balls and is horribly inefficient (with the exception of the character shadows; those look good and seem cheap to run). Is it Unity's fault or is it because ineXile is incompetent and doesn't know how to optimize?
I would say Unity is to blame but they apparently can't stop praising it. Perhaps using a bunch of different externally-developed assets is the cause of the performance issues.

For whatever reason the game that comes to my mind is NWN2. It was made 8 years ago, and WL2 3D visuals are only slightly better than it.
NWN2 is sort of a bland looking game but I find it to be much easier on the eyes than WL2. Stuff like water, lighting, tree and building models etc. look significantly better in NWN2. Though I'm including the expansions which generally had more visually interesting and better designed environments.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,640
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
Still more reviews! http://wastelandrpg.tumblr.com/post/100158805426

GamesTM, 9.

Wasteland 2 doesn’t drown the player in equipment, ammunition and medkits – you’ll have enough of all of them, but only if you actively go to liberate items from (often aggressive) wastelanders. There are hundreds of weapons and thousands of other items, from the hidden copy of something called ‘Wasteland’ you can find, through new pairs of trousers and scrap metal, on to amazing energy weapons that literally melt your enemies. There’s a lot to be found, and a surprising amount of it is useful.

Though admittedly a lot of it is instantly sold to any trader you can find, as in any other loot-heavy game. This typical drive for loot joins the aspects mentioned – the freedom of choice and exploration, the team you create, the way you approach obstacles (physical and metaphorical) – in making Wasteland 2 a captivating experience, and one that can easily chew through your free time if you let it. Sometimes even if you don’t let it. It has depth in abundance, a shining personality and an atmosphere so thick you can almost feel the sand in the back of your throat.

It is a throwback in so many ways to the cRPGs of old, but that was a winning formula then – and now it’s been updated to modern standards.

GotGame, 4.5/5.

Wasteland 2 is hard! As a veteran Fallout player I brazenly attempted “Seasoned” difficulty (only the second of four) and got a lot of my squad killed fairly early on. In the interest of seeing as much of the game as possible for this review, I clicked through a lot of the dialogue, which usually ended up with me having to kill that person, and all of their friends…and the entire rest of the town. Still, there is a lot of well-written story in this game and it pays to read carefully. A note to people who do not like reading: this game has a lot of reading. There is a little voice acting for some of the characters, but the majority of the time you are reading text. Of course the people that this warning is meant to help have probably not read this far into my review.

Gaming Illustrated, 80%.

Combat in Wasteland 2 is highly tactical. The transition from exploration to combat is smooth, but players will have to pass a learning curve. In a fight, characters have an allotment of action points to spend. These dictate how far a character can move, how many times they can attack, and useful tactics such as reloading or plotting an ambush. Because characters can move independently, planning becomes an important part of battle. Players want to make sure they can crouch or lean against cover to avoid damage.

Once the battle begins, the game transitions from free exploration into turn-based combat. Wastelands 2 doesn’t hand hold — without proper planning, weapons, party composition, and ammo, the game can be overly punishing. Thankfully, there are multiple difficulty levels that can be changed at will. Sometimes, NPCs will join the party, making it easy for players to lose control of them. These characters will make their own decisions, and the AI will sometimes put the NPCs in harm’s way.

realgamerreviews.com, A+.

The gameplay and story stays true to the original game with modern twists, of course. But I read more than one younger gamer say that it was too hard, too complex, they couldn’t beat it, Wah! Welcome to the Old School! We called them ironman games. You can’t just bust in with no tactics and blow everything away. Plus, how boring is that? (Aren’t people tired of just mindlessly blowing shit away?). If your character died, he died. If you saved in the wrong place, you were screwed.

There are new things that are fun, like being able to modify your weapons. My current M16 is shiny, accurate and deadly…and so is the grenade hanging off of my Leader’s belt. I like being able to see and customize my character, as well as write bios for them. It just ads to the create that the player gets to interject into the game. Not only do you get to play the game, but you also get to really role play. For example, one of my characters is older and originates from Darwin, dating back to the first game. Another one of my characters is younger and is too young for the stories from Wasteland 1.

TechRaptor, 83%.

The core of the game’s meat, the combat is a pleasure to see revitalised. Unlike the incredibly fast paced text battles from Wasteland, Wasteland 2 incorporates that written element ingreater detail. Wasteland 2 also has animations and utilisesideas from Interplay’s Fallout. The combat system works off an action point system with powerful weapons requiring more to fire. Weaker guns can fire multiple times. Healing items cost more action points than melee weapons while heavy weapons cost far more than all. You aren’t given the option to aim for specific body parts, however you can aim for the head with a far diminished chance to hit as well as the ability to ambush enemies. You can start the fight from a long way away should you wish to engage long distance. The problem with that idea is enemies close the gap rather fast so it’s beneficial to have a mix of long range, mid range and melee fighters. I did not do this so at the start, I had most long and mid range distance combatants. This became a real issue when I was struggling to find ammunition. Having no points in any melee skills meant that any close combat weapons would only hit 15% of the time, making the game quite hard. The thing I especially liked was, much in the same way that Fallout presented combat, each battle can go a different way in every attempt. Sometimes you can have a sure thing, doing well until your character misfires. The bullet from the weapon can then fell 3 team members in the one hit. This unpredictability keeps the combat fresh, including critical hits, and misses. This keeps you wanting to reattempt failed battles on the basis that what happened last time will not be repeated.

gamrReview, 8.3.

Wasteland 2’s mechanics start out obtuse, but rewarding. Throwing you right into the character creation pool as soon as you start the game, you are directed to create not just one, but four characters for your team of Desert Rangers. Between dozens of base stats, abilities, and character traits to choose from, this task seems daunting, especially without any indication of how these abilities will affect your journey across the Arizona wasteland (just how effective will “Toaster Repair” be anyway?). After careful consideration (and a couple of hours replaying the opening areas to get a feel for the mechanics), I elected to choose from the healthy selection of pre-set characters, leveling them up over the course of my journey to suit the needs of the situations I came across. Hardcore fans and enthusiasts will no doubt get the most out of the experience with completely custom characters, however, but Wasteland 2 seemingly accommodates for all styles of play.

GAU Studios, 84.35%
Rage3D, 5/5
WTBFun
The Gamers Paradise
Rocket Chainsaw, 3.5/5
That Game Guy, 3.5/5
shortgamereview.com, 8
WhaTech
Good Game Review, 16.5/20
Aussie Game Geek, 7
Universal Gaming Reviews
Hardcore Gamer, 3.5/5
Shelter Network, 8 (Italian)
RPG Italia (Italian)
HDBlog.it (Italian)
GamePlane.de, 87% (German)
GamersGlobal, 8.5 (German)
GamersGeek.com, 4.5/5 (French)
GamAtomic, 4/4 (French)
Indius, 9 (French)
3DNews, 7 (Russian)
AG.ru, 80% (Russian)
Playground, 8.2 (Russian)
iPon, 83% (Hungarian)
Sg.hu, 5/5 (Hungarian)
budget gaming, 85 (Dutch)
gamersNET, 8.5 (Dutch)
TwojePC, 9 (Polish)
PressFire.no (Norwegian)
City.se, 5/5 (Swedish)
it-blog.ro (Romanian)
GameOver, 7.5 (Greek)
HerniWeb.cz, 8 (Czech)

According to Brother None the average so far is about 82.
 
Joined
Dec 12, 2013
Messages
4,245
e
That's pretty much classic bad game design. The ur-example of this is Tomb of Horrors, the old AD&D module where the first choice in the adventure is door A, door B, or door C. Door A goes into the dungeon. Door B teleports you to the bottom of the dungeon without equipment. Door C instantly kills anyone who uses it.

For me it sounds like fun
 
Self-Ejected

ZodoZ

Self-Ejected
Patron
Joined
Nov 6, 2013
Messages
798
Shadorwun: Hong Kong
ex-Obsidian, current CD Projekt-guy Patrick Mills has some thoughts about Wasteland 2. Are they good thoughts??????????

I am digging this game a lot despite flaws, but why are shotguns so terrible? I'm still pretty early in the game but it seems like the only weapons really worth having are sniper rifles and assault rifles.

Weapon balancing is good.

Mr. P Mills establishes how little of WL2 he has actually tried when he reveals his thoughts onhow sniper rifles and assault rifles are the only weapons worth having. Then he writes a wall of poop splatters whilst he blindly doesn't realize he has made himself non-relevant in his first sentence to people actually enjoying the game.

Energy weapons are so bad. Yeah, right. I guess that Red Skorpion heavy gunner I just melted might not agree with that observation. Shotguns are useless because I have all these shotgun shells for free and can blast the snot out of many unarmored close quarter foes. Shotgun is useless because maybe he is unable to position his "sprayer" in a good choke point location to maximize the shots? Pistols are also useless, especially with their low AP cost when I jacked up the crit chance and levelled up my secondary snipe unit to be able to dish out high damage at close range which the bull pup sniper rifle is not very good at.

These inXile boyz done good imho.
Not perfect but good.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,866
[...] It just looks like total dogshit in Unity [...]
I don't follow this reasoning, how is the engine responsible for the model, textures, lighting, or even the rendering pipeline? You have a lot of control (start @ pg 5) over the rendering pipeline in Unity 3, including custom shaders.
 

Cazzeris

Guest
OH MY FUCKING GOD

2ro0vub.jpg

302m7w1.jpg

mie2v5.jpg


https://forums.inxile-entertainment.com//viewtopic.php?f=7&t=10447


mindx2
 
Joined
Dec 12, 2013
Messages
4,245
Well, this box is different than those I have seen in shops. It's smaller and square, those I have seen were rectangular and had different back.
 

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