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Game News Wasteland 2 Project Update: Vision Document

Discussion in 'RPG Codex News & Content Comments' started by Zed, Jun 11, 2012.

  1. Grim Monk Arcane

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    My critical opinion on the Wasteland 2 Vision Document:

    Prologue:
    The IMHO addition of the meteorites is unnecessary, it feels flabby and tacked on.
    The original already had a tight compact narrative of how WW3 began.

    1. Soviets are very tense over Citadel (stand-in SDI) giving America an military advantage in the Cold War arms race.
    2. Something/someone sabotages Citadel , then the global satellite grid is knocked out (presumably one of the Superpowers).
    3. Terrified of the other superpower launching a “First Strike” while they are blind, the USA and USSR nuke each other.

    Also the new intro is missing this part from the original:
    The right wing governments in the South and Central Americas, many of them set up by the U.S. during the Drug Wars (1987-1993), pledged their support to the U.S. The NATO nations, including the new African members also declared their alliance with the U.S. That move forced most of the remaining neutral powers to join the Soviet protest. In six short weeks, only Switzerland, Sweden, and Ireland continued to declare themselves neutral nations.

    Wonder why this was not included?

    Game Overview
    Mostly positive with the exception of “some problems often can only be settled at the end of a gun.
    Hope this doesn't mean that they will include forced combat sections. That some missions are combat oriented is fine, but finishing the game as a party of pacifists should be a viable option...

    Customization:
    Pretty well written and says that the build/stats of your characters should open or close paths/options in the game. But again the examples they give are again mostly “Combat” oriented, and only the “infiltrating Doctor” can be considered a somewhat “Diplomatic” one.

    The World is Watching You:
    C&C sounding good.
    The bit about riding “Hover Tanks” is a bit worrying. Good “Vehicular Combat” might prove hard to implement, and they're already promising a lot.

    Style:
    Nothing much to say here, a description of the PA atmosphere the game is going for.
    Only I wonder how “The Goonies” and “Tron” fit into PA.

    Humor:
    This part is worrying.
    Suburban housewives and clown gangs...
    They should avoid “theme park syndrome”, throwing random “funny” stuff at the player...
    Its possible to be both tongue in cheek and keep it feeling consistent.

    Game Mechanics and Tactics that allow for your approach and your play-style:
    Once again the approach is assumed to be a one of Combat, and no description of Diplo/Pacifist quest solutions.
     
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  2. Infinitron I post news Patron

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    Grab the Codex by the pussy 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
    Pacifistfags :roll:
     
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  3. DwarvenFood Arcane Patron

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    Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire
    It would not be the Codex if we would not have critical opinion, even on this fine blueprint of incline.
     
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  4. Redeye Arcane

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    Maybe they'll go for an updated Roadwar 2000 mechanic.

    I remember crossing Wasteland with RW 2000 being an obvious thing to wish for way back when.
     
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  5. hiver Guest

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  6. Johannes Arcane

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    As long as it fucking stays where I put it, 98% of games with freely rotatable cameras just don't want to let you stick into one nice angle, or their level design necessitates constant switching.
     
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  7. FeelTheRads Arcane Patron

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    Yeah, I hope that means fixed different places and not everywhere in between those places.
     
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  8. sgc_meltdown Arcane

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    ooh, like those RTS game interfaces. Very tactical.
     
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