Good preview, and funnily enough these were the two most glaring issues in the more recent gameplay video.
It's pretty disappointing when Fargo said they're hanging their hat on reactivity.Sounds fantastic. I'm not expecting C&C Orgasmtopia from Wasteland 2, I'm much more excited about that for the other games - what I want is a solid more than the sum of parts deal with reasonably challenging TB party combat.
Generally speaking, maps are pretty open; they all have multiple paths/routes that intersect with each other (both indoor and outdoor). Some of those paths are gated by skill use or sub-objectives. There is one huge town map that is very open; the other two major locations are a bit more linear and "dungeon crawly", but, well, it makes sense in context of those locations. Overall it's a very good balance and I have no complaints.sea, tell us about the map linearity. Are there wide open areas?
Generally speaking, maps are pretty open; they all have multiple paths/routes that intersect with each other (both indoor and outdoor). Some of those paths are gated by skill use or sub-objectives. There is one huge town map that is very open; the other two major locations are more linear, but that's kind of necessary due to the objectives you have there and the specific environment design. Overall it's a very good balance and I have no complaints.sea, tell us about the map linearity. Are there wide open areas?
The radio is primarily used for story/flavor/etc., and to call in to report quest progress and receive new major objectives. There is no quest compass.And does the game use the radio as a quest compass that leads you towards "reactivity" as some people here feared?
I surprised myself at sighing of relief here (not that i want W2 to be like Fallout at all but be as good as possible as Fallout).To me, the game feels like Fallout 1 & 2...
This
It's pretty disappointing when Fargo said they're hanging their hat on reactivity.Sounds fantastic. I'm not expecting C&C Orgasmtopia from Wasteland 2, I'm much more excited about that for the other games - what I want is a solid more than the sum of parts deal with reasonably challenging TB party combat.
It's pretty disappointing when Fargo said they're hanging their hat on reactivity.Sounds fantastic. I'm not expecting C&C Orgasmtopia from Wasteland 2, I'm much more excited about that for the other games - what I want is a solid more than the sum of parts deal with reasonably challenging TB party combat.
True, but I'm of the opinion that complex C&C is one of the most difficult things to get right in an RPG and I don't have faith in inXile's crew yet, whereas I have certain expectations about what Larian and Obsidian will deliver. I'm hopeful that after this game they will carry that experience on to Torment.
It's pretty disappointing when Fargo said they're hanging their hat on reactivity.Sounds fantastic. I'm not expecting C&C Orgasmtopia from Wasteland 2, I'm much more excited about that for the other games - what I want is a solid more than the sum of parts deal with reasonably challenging TB party combat.
True, but I'm of the opinion that complex C&C is one of the most difficult things to get right in an RPG and I don't have faith in inXile's crew yet, whereas I have certain expectations about what Larian and Obsidian will deliver. I'm hopeful that after this game they will carry that experience on to Torment.
FWIW, Brother None seems fairly confident that Wasteland 2 will, in the end, have more reactivity than Eternity. We won't know for a long while whether that will turn out to be true, of course.
There is some dismemberment but it's not quite at Fallout level. Pretty sure I've blown a few heads clean off though.Which remainds me, what about "the gore" in game? Are there Falloutish death animations?
Up to now I've provided inXile with 4 documents' worth of feedback totaling about 60 pages and 12,000 word.
Right now two of my biggest complaints are quest design and lack of C&C. There are actually a lot of quests, but usually there's only one or two major quests with much in the way of multiple solutions per-location. There's also a lack of reactivity beyond one big choice you make early on, which admittedly does have very significant consequences. That's not to say it's bad (and there are a few quests that are very good this way), just not quite up to, say, Fallout 2 standards
There is some dismemberment but it's not quite at Fallout level. Pretty sure I've blown a few heads clean off though.
Alright, I'm going to keep this relatively brief...
This is what pisses me off as well... Fargo dies by the mouth, not for delivering something bad, but for promising way more than he can deliver.They claimed it would be so so deep with reactivity, it would be amazing and would be their focus instead of graphics and whatnot, and now this... wonderful, just wonderful. AoD, where art thou?
WHY, if they can't deliver?
sea said:Just bear in mind it's a work-in-progress and that a lot of the time, new quest options and consequences to different resolutions are often one of the last things added during development. I've talked a lot with Thomas about this, and this is a priority for inXile to work on right now.