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Preview Rock Paper Shotgun's Massive Wasteland 2 Preview

Infinitron

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Tags: InXile Entertainment; Wasteland 2

Rather than drawing them out over several posts, Rock Paper Shotgun's Nathan Grayson chose to gather his impressions of Wasteland 2 in one huge article. It has an unprecedentedly large amount of new details and information about the game. Here's an excerpt describing the game's opening and its tactical combat:

Wasteland 2 begins with the “retirement party” of a Wasteland 1 Ranger named Ace. But it’s a joke, you see. The punchline is that Ace is dead. Welcome to the Wasteland.​

It’s here that you’re handed your first Ranger mission: investigate some seriously creepy radio signals that are clogging the airwaves all throughout your parched paradise of a homeland. Here, Fargo and co briefly demonstrate the ever-controversial keyword-based dialogue system. Now, when you mouse over a keyword, you actually get a readout of what your Ranger will say, thus preventing Commander Shepard/Cole Phelps-style rage explosions when you were just wondering where to find the little Scorpitron’s room. It still wasn’t the most elegant-looking solution ever, but it got the job done. Plus, inXile promised that most of the interface – admittedly rather clunky looking – was still placeholder. A few mock-ups of newer versions looked much cleaner.​

And so, we set off. Our first stop: a prison in Arizona that once served as Wasteland 1′s Ranger Citadel. Long since abandoned, it instead played host to all sorts of greedy gangs. Naturally, one, the Red Skorpion Militia, wanted to “tax” our intrepid four-person law enforcement party for, er, carrying guns, because… look this is a robbery, alright? Do they really need a good reason? Combat followed shortly thereafter. Without missing a beat, the world went turn-based – just like in the ’90s, before seamlessly flowing time was invented. At its most basic, the quick, painfully lopsided skirmish played out like a very simple XCOM battle, except with less cover and even more overpowered sniper rifles. Colored grid regions indicated range (green = very little chance of missing, yellow = mid-range, red = long shot) and it wasn’t long before the bandits had a change of heart and politely died. It was, however, extremely basic. Almost worrisomely so.​

For combat, however, that is only the very, very, very, very, very, very, very tip of the iceberg. The opening areas mostly consisted of melee enemies and flat lands without even the thinnest slabs of cover to hide their shame, but complexity emerged in fairly short order. I witnessed another, still very unfinished area with plenty of cover and enemies that flanked, sniped, and generally proved quite adept at making dangerously fatal nuisances of themselves. That, said inXile, is actually just the baseline.​

“We wanted to make sure that we were able to craft encounters,” explained project lead Chris Keenan. “A lot of the RPGs that we were playing, they had a basic AI set on them, and they just did that. Run to player, shoot, generally stand back this far. We want to try to make sure that we’re getting interesting behaviors with these guys as far as flanking opportunities that they can see. Actively using height to their advantage. Working in groups. Sending two guys around one way and one guy around the other way.”​

“There’s plenty of cover in the game, but it doesn’t feel manufactured,” added Fargo. “It feels more natural, like part of the environment. There are areas where there’s no cover and areas where there’s lots of cover. We’ll take that into account as we balance the game. We may give you a lot more enemies in areas where there’s a lot of cover, behind the scenes. Or there’s going to be snipers up on the roof, because we deal with height and distance as well, thanks to a modified Mercenaries, Spies, and Private Eyes rule set – kind of like the original Wasteland. So that might affect where we could make cover available.”​

“Another part of this, too, is that while you’re in combat there, you can still use your [typically non-combat-related] skills,” said Keenan. “If there were locked doors over on this side, you could drop bombs and use demolition skills. You could go unlock an area, which might take you to a little corridor that takes you up a ladder, and now you have a nice position behind another guy who’s up on the roof shooting down at you. He doesn’t notice you behind him.”​

Read the full preview for more information about the game's skills, factions and hardcore pig escorting mechanics.
 

TwinkieGorilla

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“Another part of this, too, is that while you’re in combat there, you can still use your [typically non-combat-related] skills,” said Keenan. “If there were locked doors over on this side, you could drop bombs and use demolition skills. You could go unlock an area, which might take you to a little corridor that takes you up a ladder, and now you have a nice position behind another guy who’s up on the roof shooting down at you. He doesn’t notice you behind him.”

Gee whiz, that does sound mighty nifty! I'm starting to get really antsy about this game!
 

CWagner

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But what [Surgeons] can do well is, if you have some sort of a status effect on you – if you’re poisoned by something – they can work to remove that.

I'd be slightly scared if someone wanted to do surgery because of poisoning…
 

mindx2

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Why do you do this to me Fargo... WHY?!! I want to believe... I really, really want to believe that this will actually all work and the promises of the early-mid 80s-90's games will actually come true. Every time he speaks he exudes :incline: and it doesn't feel like AAA-publisher speak/ hype but that he actually is trying to deliver a truly "old-school" cRPG the likes of which we haven't seen in a very long time (if ever?).
 

Stabwound

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My hype levels took a huge dive a while back, but now I'm glad to say that this is the only KS project I've backed so far. :smug:

:incline:
 

Surf Solar

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I like how the article portrays the combat as even more super boring as I imagined. :smug:
 

Roguey

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I imagine the inXile devs are pretty keen about being right next to a couple of quick food places. Or just the Subway really, since filling up on donuts while living a sedentary lifestyle is a very bad decision to make.

I was willing to not care about the Ag Center's easy combat because I thought it was the tutorial. Now that I know it's a possible second area it's looking a bit absurd. Not quite ready to say it's inept. I'm sure they'll be doing a lot of combat tuning these last few months.

“If things make sense in a real-world sense, I don’t think people give too much flak for it not being game-y enough,” added Fargo. “I think keeping the world sense together is the most important thing we can be doing.”
Not in my book, the Book of Joshua Eric Sawyer.
 

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Roguey That was a vertical slice, who knows how much that area has been modified since then
 

Severian Silk

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Roguey will have the last laugh if the game turns out to be crap.
 

tuluse

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Meh, Roguey has pulled a near-Skyway claiming everything but P:E will be shit.
 

Menckenstein

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I imagine the inXile devs are pretty keen about being right next to a couple of quick food places. Or just the Subway really, since filling up on donuts while living a sedentary lifestyle is a very bad decision to make.

I was willing to not care about the Ag Center's easy combat because I thought it was the tutorial. Now that I know it's a possible second area it's looking a bit absurd. Not quite ready to say it's inept. I'm sure they'll be doing a lot of combat tuning these last few months.

“If things make sense in a real-world sense, I don’t think people give too much flak for it not being game-y enough,” added Fargo. “I think keeping the world sense together is the most important thing we can be doing.”
Not in my book, the Book of Joshua Eric Sawyer.
Sawyer is a terrible leader and mediocre designer and you only champion him because he has somewhat progressive social views.

This guy has had more games canceled than the Marshall Football Team... over quality concerns :lol: :lol: :lol:

Think about what Obsidian has released... his games were so bad they canned them.

Sequel factory rides on.

:smug:
 

tuluse

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Back to the article, it sure was long, but the information contained within could be presented in an article 1/3 of it's length.

If the enemies have AI that can actually present a challenge that would be an unexpectedly nice surprise. It sounds combat has a lot of nice features, but they're really putting a lot of onus on their level designers to make something fun and creative. Using your skills to find a better vantage point *sounds* awesome, but that means their has to be vantage points to get to, and not just chest high walls everywhere so the best tactic is just popamolin'. It also means combat needs to last long enough to move around. If it takes 2-3 turns to get to the vantage point, that's a lot of opportunity cost.

Also, what's the point of showing an RPG that's about reactivity and only having the reviewer run through an area once? You need to show him an area 3 different times so he can see how different skills and decisions change things.
 

undecaf

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Once again they say all the right words to make me squirm. Makes me wish I had given them more than the hundred bucks I did, since this is pretty much turning out to be the game I've been waiting since '98. Still, I can retain a healthy dose of scepticism - seeing is believing and all that shit, but it does sound very fapworthy indeed.
 

Seerix

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Salvaging sound really weird, cuz it's either like field stripping were you're going to break down what you don't want into more useful elements or it'll be a magic button to replace all the stuff you don't want with monies.

Can you also blast the door open by simply attacking it with sufficiently strong weapon? Would love some clarification on that.
 

Night Goat

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I've only had time to read the first few paragraphs, but I can agree with one thing: Subway is fucking disgusting. Quiznos is a million times better, but they all closed down where I live because all the fucking idiots just go to the sandwich shop with the most marketing FUCK YOU SUBWAY BURN IN FUCKING HELL
 

LeJosh

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First page and already Roguey/Sawyer bullshit.

When will it fucking end? Fuck.

Irrespective of that, I'm really looking forward to this. Juicy amount of skills to use and I think party size is 7, so going to be a hell of a ride. (hopefully)
 

MicoSelva

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I like what I've just read. On paper, this already is the best RPG in many years. Hopefully, it lives up to these expectations.
 

Micmu

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the world went turn-based – just like in the ’90s, before seamlessly flowing time was invented.
Reading "reviews" by consoletard cockbreaths always melts my brain.
 

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