hiver
Guest
I do say so.If you say so.
Which was all the fault of the Inxile captain who had to be begged to allocate some resources to Fallout, so it could be done at all, who drove away the designers who actually created Fallout, instead opting for trash action console games.In the late 90s, Blizzard and Bioware made RPGs cool and hip, starting the long awaited renaissance. Suddenly, everyone was busy making RPGs and trying to jump on the Diablo bandwagon. In 1997, Interplay invited gamers to roam wastelands once again, this time in a sleeper hit called Fallout. It was praised, slam-dunked, milked for nearly all its worth into a lifeless husk, and eventually passed on to Bethesda to be reimagined and milked again.
Not only that but apparently, according to his own words in a Polygon interview, it was him that caused the Ip to go to bethesda hands, instead of Troika who tried to bid for it but failed since they were lacking the millions Zenimax paid for it.
Those were all small inconsequential additions to the Fallout core, altogether making less then 5% of the game. Fedora clad gangsters were nothing but a few character models of 5 or 6 ordinary irrelevant NPC lower thugs in 2 out of 4 organized crime families in one location.Wasteland takes places in an over-the-top post-apocalyptic universe that doesn’t concern itself with realism. Think Fallout 2 with all the over-the-top stuff like fedora-clad gangsters with Tommy guns running rival casinos, talking deathclaws, aliens, scientologists, giant robots, etc.
And that somehow makes the hole location "fedora wearing gangsters location" which doesnt have anything to do with core concepts of fallout at all.
The rest of those overblown strawman arguments have been demolished in the recent thread about VD hate of Fallout 2. Such a playa hater, so emotional.
http://www.rpgcodex.net/forums/index.php?threads/underwhelmed-by-fallout.96549/page-25
Despite his proclamations on how to do reviews correctly:
Indeed.In my opinion, subjective comments are best to be avoided as they don't bring any clarity.
The way I see it, a flaw is a very objective thing and most people would agree that it is indeed a flaw but might disagree on its affect (see the FO2 setting discussion) and how much it bothers them. RTwP vs TB is a very subjective thing where the main argument is "I enjoy TB" more. In my opinion, subjective comments are best to be avoided as they don't bring any clarity.
- a high-level design decisions, which is why I don't see the need to criticize them, only the way they were implemented. In other words, it's a developer's right to make any damn game he wants: RTwP, regen, high magic, emotional engagement (I couldn't sell my companions in Torment), etc, as long as he can do it right.
hmmpff..My review goes through every aspect of the game, describing them in a fairly impartial manner and listing all the flaws

well... lets see if that is true.
Poor Philip, to be insulted so much... and for what? So you can make your review seem smart? None of the Phillip novels and books had anything to do with retarded cheap trash that makes the gameplay of W2.It’s a Philip K. Dick-esque version of post-apocalypse,
That can only be said by someone who had only the most superficial understanding of Phillip K Dick works, noticing only that it is "weird".
It is hard. Very.It’s hard not to smile when you hear a choir singing “James King foresaw the doom of all, His book predicting man's great fall, And bade brave men to light the way, For those who lived through judgment day…” on the radio while traveling.
I’d say it’s this attention to detail, the well-presented moral dilemmas and the reactivity that make this world interesting and definitely worth exploring.
There is nothing even close to any kind of moral dilemma, only very cheap soap opera schlock that almost always includes some women either being killed or begging to be killed in incoherent small forced scripts they call "reactivity". The other examples of "reactivity" are some men getting killed for no fucking sane reason, or attacking you for even stupider forced idiotic reasons, - see Scotchmo and the grave of his wife, which is the only completely unmarked grave in that graveyard.
And thats the shit that is "worth exploring". Because there isnt anything else there.
The world ended in 1998. Eventually a small group of soldiers and survivalists formed a paramilitary outfit called the Desert Rangers and went on bringing order and frontier justice to nearby communities. In the first game, Snake Vargas, Hell Razor, Angela Deth and Thrasher stopped a pre-war AI computer from destroying what was left of humanity.
15 years later Vargas is a general, Thrasher is a cartographer, while Ace and Hell Razor are dead, killed by a mysterious new menace.

You start the game by attending Ace’s funeral and getting your first orders from Vargas.
You start the game as a group of newbie Ranger recruits who are not even rangers yet, but Vargas sends you to do his secret super important mission, and then forces you to deal with either Ag Center or Higpool before you are even recognized as Rangers and allowed into the Ranger Citadel full of high level Rangers who apparently are of no use whatsoever for such a genius script. The funeral itself doesnt mean anything to players since they have no idea who that guy was so it has precisely zero impact on any new player and quite a lot of old ones who played W1.
Because it is the first sign of cheap emotional schlock which permeates the whole game.
So the first thing you experience in this game forces you to shut down any higher brain functions and just go along with stupid gamey shit because thats what those vidya gaems do and it is all excused because wasteland is craaaazy.
If only shit could shine.... it would be gold.The second half takes place in California, and that’s where the game truly shines.
California, as anyone who played the game and isnt a complete liar knows, just resets the whole game back to the start and forces you to repeat the stupid gameplay of the first half, with addition of collecting stupid cat liter.
It starts with you appearing at the rangers forward...ahem... "base" where everyone of those high level rangers were killed by some ridiculous idiotic small doggies. All except two rangers. One that will serve as your exposition box and the other who had been gravely wounded and who is DYING which the game forces you to witness without you being able to do anything about any of it - because the cheap schlock is what this game is about. You literally cannot move anywhere until you go and watch that ranger DYING OH NOES AARGHHH IM DYYYINGGG! scene.
Then you are allowed to go around that stupid overblown and completely empty area, patching some stupid holes on the small walls, through which those small doggies come. Only when you close all the holes by clicking on them and kille all the stupid small dogs can you go outside of that "base" and fix some fucking radio towers AGAIN.
No need to worry about leaving that single exposition box NPC there. Nothing is ever going to happen there again.
If you (any player) think the game has any kind of dangerous post apocalyptic mutants or monsters - well ... the jokes on you. Enjoy killing frogs, wolves, small doggies, a few rabbits and badgers for the whole game whose trailers claims infinite diversity of enemies - SUCKER!
No, it has a small role to play. Usually mostly cosmetic and sometimes utterly retarded (check your drowning boy quest as example) Your source of information and feedback is your dialogue box which serves as your literal quest compass in a game where every fucking thing you need is highlighted with glowing lights over it or pointed out to you through the dialogue box. Not the gameplay - save in a few very rare locations that someone sneaked into the game.Your radio is your link to the world, your source of information, quests, and local flavor, as well as your feedback.
Cheap crap since you have no reason to leave any location before handling your shit there. It only happens if you leave by mistake, and of course you will reload and wont do it again - because there is n reason to do it. Except roleplaying a moron.There is nothing like leaving your current location before completing vital tasks and getting a big ‘fuck you’ radio shout-out.
This they do, its true. But only on your first playthrough. If you play the game again - for which you have no reason except masochism - the effect is not that great again.The radio communications are fairly frequent and fully voiced, adding quite a lot to the atmosphere.
Well done, inXile! Hats off!

...
Someone cant remember the difference between strategy and tactics anymore...It also features a cover system, which adds a fair amount of strategic depth to battles.
Funny since during the brain damaging prologue there is a character there who calls Vargas a superb strategist (and you never experience anything close to that, quite the opposite) - get this... the likes of general Patton.
They actually call general Patton a strategist!!
And thats an American company who even said they included some veterans in the design as advisers!

Anyway, i could go over more of this review but it would waste of too much of my time. The rest of it isnt much different.
If codex would want an actual review of this game let me know.
In unlikely case you would i will need a few volunteers in writing it - to balance my hatred.
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