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So far it meets the basic notes and is better than Wasteland 2, but if your definition of good rpg is something that deserves being on the codex top 10, then no, it isnt. It deserves 7/10
Codex Top 10 is distilled nostalgia. Both W2 and W3 are bigger and mechanically vastly more complex than Fallout 1 and the writing in both is easily comparable. People only adore Fallout because it was their first game of this kind. If it launched next week Codex' cynicism and edginess would go into overdrive.
So far it meets the basic notes and is better than Wasteland 2, but if your definition of good rpg is something that deserves being on the codex top 10, then no, it isnt. It deserves 7/10
Codex Top 10 is distilled nostalgia. Both W2 and W3 are bigger and mechanically vastly more complex than Fallout 1 and the writing in both is easily comparable. People only adore Fallout because it was their first game of this kind. If it launched next week Codex' cynicism and edginess would go into overdrive.
Fairly minor spoiler (I assume, since it's early on) but I got a question.
Anyone know if the Patriarch can forgive you for blasting your way into the bunker in the park? I'm doing a Patriarch-loyalist run, but out of curiosity I figured I'd take a peek just to see if I can check it out and still remain loyal to him. Turning into a full-fledged dungeon crawl though so it makes more sense to just ask if anyone knows, since otherwise I'm gonna reload and ignore the bunker.
I took the option to save the kid from the pillory in the beginning in return for him joining me. He went to ranger HQ but seems to be gone, not joinable, doesn't show up anywhere in the base.
I took the option to save the kid from the pillory in the beginning in return for him joining me. He went to ranger HQ but seems to be gone, not joinable, doesn't show up anywhere in the base.
Go around talking to the people stationed at your ranger center, he's there somewhere.
Not all of them join your team, some of them just do jobs at the base.
Fairly minor spoiler (I assume, since it's early on) but I got a question.
Anyone know if the Patriarch can forgive you for blasting your way into the bunker in the park? I'm doing a Patriarch-loyalist run, but out of curiosity I figured I'd take a peek just to see if I can check it out and still remain loyal to him. Turning into a full-fledged dungeon crawl though so it makes more sense to just ask if anyone knows, since otherwise I'm gonna reload and ignore the bunker.
I finished that dungeon crawl and so far it has had no direct consequence with the Patriatch. It's like nobody noticed the statue opening up a hatch. Plus, it's implied that the operation is based on plausible deniability.
I took the option to save the kid from the pillory in the beginning in return for him joining me. He went to ranger HQ but seems to be gone, not joinable, doesn't show up anywhere in the base.
For me he's at the entrance to the Ranger HQ (at the main door), as a guard. He has a quip anytime I come in and if I talk to him he thanks me and refers thanks from his mother as well.
This is the first game in a long time where the load times are actually putting me off starting it up. God damn, they are ridiculously long. I played through Pillars 1 and this game is worse for loading times I'm sure.
I hope to god this is something they can improve in a patch because I'm growing a beard waiting for some of these levels to load.
I finished that dungeon crawl and so far it has had no direct consequence with the Patriatch. It's like nobody noticed the statue opening up a hatch. Plus, it's implied that the operation is based on plausible deniability.
That's kind of a shame. Especially since you can actually go talk to him about it before you go to the dungeon and he denies it but says IF IT WAS REAL THOUGH DON'T GO THERE OR I'LL FUCK YOU UP LOL JUST A JOKE. IN MINECRAFT *WINK*
So, judging from the quest strings ripped out of the game, quite a bit of content seems to be cut - something like 3 locations. Library (that one looks especially big), Steeltown, Cheyenne Mountain. 1 or 2 companions (one new and second one may be Ralphy, but that one is not guaranteed, though). DLC fodder, for sure.
I finished that dungeon crawl and so far it has had no direct consequence with the Patriatch. It's like nobody noticed the statue opening up a hatch. Plus, it's implied that the operation is based on plausible deniability.
That's kind of a shame. Especially since you can actually go talk to him about it before you go to the dungeon and he denies it but says IF IT WAS REAL THOUGH DON'T GO THERE OR I'LL FUCK YOU UP LOL JUST A JOKE. IN MINECRAFT *WINK*
So, judging from the quest strings ripped out of the game, quite a bit of content seems to be cut - something like 3 locations. Library (that one looks especially big), Steeltown, Cheyenne Mountain. 1 or 2 companions (one new and second one may be Ralphy, but that one is not guaranteed, though). DLC fodder, for sure.
Oh thats interesting it sure felt this game was short for RPG standards. Hope is not DLC bits and is delivered as an actual expansion with all content. I fucking hate having to go through crumbles of content.
Many people will automatically assume "PATRIARCH = TRUMP" or something similar, but he's clearly meant to evoke a biblical monarch whose children have strayed. David and Absalom. That's where they're getting the word "patriarch", not from a gender studies course.
[The Wasteland 3 narrative team had this to say about the Saul Buchanan, the Patriarch:
“Saul” was meant to evoke a troubled king-figure whose reign is faltering, an allusion to the Biblical Saul, obviously. For his last name, we wanted a classically American, preferably presidential name, so we looked back through the 19th century presidents and picked out Buchanan – not because of anything specifically related to James Buchanan, just because the name had the right feel to it. The Patriarch himself uses American imagery to give himself a sense of legitimacy, so that sort of name felt right.
Note that all the Hundred Families – the aristocracy of Colorado – have names that are meant to evoke 19th century America –even the non-Anglo names were present in the U.S. during that time.]
And whoever thinks that Gippers vs Robots is a fucking allusion to Capitalism vs Communism you are a brain dead retard that I will make sure to ignore because you are no better than a Gender Studies danger hair retard.
I wasn't implying that this is how it is used in the game, but to say there is no "whiff of wokeness" when the left has been yelling "patriarchy bad" for years now is naive at best.
Game is okay, 5/10. I'm at what I'm guessing is roughly the halfway point, and this might be it for me, as the story just let me down big time. Spoiler:
I had a chat with iron whatever before shooting him in his cell. I was expecting Saul to have some pretty big skeletons in his closet, or a devious plot of him having sicced the Dorseys on the rangers or... SOMETHING, guy seemed so wonderfully sinister in the beginning. But is this it?? Judging by how inexplicably horrified my companions reacted to his completely justifiable actions years ago, I'm guessing so, and Angela Deth is just a psycho bitch who wants to free this crazy slaver, and the inevitable choice between who to side with is a complete no-brainer.
An absolute fuckton of bugs, anyone with patience should wait a year until they fix most of them. Some of the basic menus are buggy, that's how bad it is. Even if the game was made by a bunch of complete novices who didn't employ a single beta tester, this would be unacceptably bad. InXile is incompetent, worse than Bethesda.
Some frustrating design, many "gotcha" moments where you get wiped out in an ambush or at the end of dialogue, promoting save scumming and metaknowledge (shoot them in the head rather than entering conversation). Whoever goes first in combat has a decisive advantage, might just as well have let the player go first every time, or much better, retained individual initiative and scrapped this dumbass group initiative system.
Dialogue trees were sometimes incoherent, difficult to tell which options end conversations and which milk more information. Not too big a deal, but another reason to reload for the most OCD topic exhausters. Game also punishes you for living with your decisions, and doesn't properly inform you of their gravity. The intro has a prime example, where if a seemingly unimportant NPC dies means missing out on a permanent companion later. Weirdly though, in combat, the opposite is true: death is totally meaningless, you can't permanently die, you can even keep popping your characters up for free in mid-combat, like, I don't know, a bunch of unkillable cockroaches rather than a ranger squad.
Loading times were atrocious and loading screens frequent, but this is a unity game, so what do you expect. Alt-tabbing to browse the internet while waiting is important to keep sanity.
On the plus side, I had some decent laughs, even if most dialogue is mediocre. Combat was enjoyable except when it wasn't, and I neither regret playing the game, nor have any particularly fond memories of those 20-30 or so hours. I.e. a giant MEH. Wasteland 1 > Wasteland 2 > Wasteland 3
I wasn't implying that this is how it is used in the game, but to say there is no "whiff of wokeness" when the left has been yelling "patriarchy bad" for years now is naive at best.
Whether you end up fighting him or not is a morally gray option; choosing to keep the alliance with him ultimately benefits both Arizona and Colorado but turning against him results in one of the two suffering
I wasn't implying that this is how it is used in the game, but to say there is no "whiff of wokeness" when the left has been yelling "patriarchy bad" for years now is naive at best.
Whether you end up fighting him or not is a morally gray option; choosing to keep the alliance with him ultimately benefits both Arizona and Colorado but turning against him results in one of the two suffering