How is it compared with Fallout1/2? I have played Wasteland 3 and not very satisfied with it.
If you're asking if you should play it if you like Fallout, the answer is definitely yes.
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Going to chew on this for a while and might do an actual review, because it was
far better than what I expected. I was expecting something about WL2 quality, ended up playing one of the better cRPGs I've ever touched. Unlike most cRPGs, the game never dragged at any point -- opposite, in fact, Dead City at the end felt like the star of the game I already thought was great. Nor did I feel like the game was getting too easy near the end -- it was actually the opposite, the further I went the harder the fights got. Lots of great exploration, random events and such.
Something that doesn't get discussed a lot is the complex scheduling for the inhabitants. Krasnoznamenny felt very alive during the day. Lots of inhabitants with specific time/date schedules, zones that change heavily depending on whether it's day/night.
Some of this(and random encounters) has to do with weather too, not exactly sure how much.
Characters were on average, well written to exceptionally well written. Colorful and diverse without feeling whacky. The average character you encounter will have a good deal to talk about, not necessarily important to move the plot forward but about the world of ATOM/the area they're in/themself/other characters/etc.,
For lack of a better term to describe it, the game felt like it understood what I was trying to do most of the time with regards to completing missions(and overarching plot points) rather than pushing me back onto the railroad it wants me on. There were a lot of choices and ways to go about most missions.
I have no idea if this is how it was done, but it feels like the missions were designed and then were iterated upon using feedback from testers(QA? players?) to fully flesh them out adding plenty of different ways to go about solving them.
A surprising amount of your actions are reacted to btw, which feeds back into the above point. As if someone was pointing out "how come I can't discuss what I did during X with Y?" Which was another major reason I enjoyed going around and talking to people, because often a lot of new dialogue lines(and sometimes missions) would have opened up.
Either that, or the devs had incredibly good foresight.
I think adding portraits to every NPC helped give them all character. Nobody really felt like some faceless nobody.