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undecaf

Arcane
Patron
Joined
Jun 4, 2010
Messages
3,517
Shadorwun: Hong Kong Divinity: Original Sin 2
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.

One can only guess what the devs think deep in their minds after having, with great enthusiasm, explained the nit and grit of things to the grinning blue-eyed pleb and then reading things like that. "How much of what was said his brain actually registered, and how much of it was just white noise?"
 

Lancehead

Liturgist
Joined
Dec 6, 2012
Messages
1,550
PE will have near-perfect RPG system blueprint, the rest will be dullsville.
 

Burning Bridges

Enviado de meu SM-G3502T usando Tapatalk
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Location
Tampon Bay
I'm a bit disappointed that they stick to the banal shit boring inventory. Otherwise this sounds like the first good RPG since, well .. 2005?
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,710
Sawyer is a terrible leader and mediocre designer and you only champion him because he has somewhat progressive social views.
No, no, and no.
This guy has had more games canceled than the Marshall Football Team... over quality concerns :lol: :lol: :lol:
Also no. This only applies to Aliens at best.

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.
That was a dry joke.
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
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.

At least the Leader part is bullshit. Games get cancelled for different reasons and Sawyer is just extremly unlucky.

Not even on Aliens it was about quality concerns as Rougey said. That was SEGA trimming its Alien projects and it came down to Colonial Marines and Aliens: RPG. And they choose CM because it was a pure shooter. (Look what it ended up as)

On the two projects he released, he did so under an amazingly short time table and released more complete games than other rpg designers do in the same situation. Apart from that the developers on the codex that worked with him basically all praise his team management ability.
 

Roguey

Codex Staff
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Sawyerite
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Messages
36,710
Not even on Aliens it was about quality concerns as Rougey said. That was SEGA trimming its Alien projects and it came down to Colonial Marines and Aliens: RPG. And they choose CM because it was a pure shooter.
They worked on Aliens for about three years and the video from December 2008 looked wretched. Josh admitted that it was nowhere near being finished, meanwhile the CEO is saying things like "Oh, if you had come in and played any of the last builds we were working on, you would have said it was a finished game."
 

Duraframe300

Arcane
Joined
Dec 21, 2010
Messages
6,395
Not even on Aliens it was about quality concerns as Rougey said. That was SEGA trimming its Alien projects and it came down to Colonial Marines and Aliens: RPG. And they choose CM because it was a pure shooter.
They worked on Aliens for about three years and the video from December 2008 looked wretched. Josh admitted that it was nowhere near being finished, meanwhile the CEO is saying things like "Oh, if you had come in and played any of the last builds we were working on, you would have said it was a finished game."

Feargus is Feargus. It's not like the first time he said questionable things.

It was a pre-alpha video (And the 2008 video was around 2 years into the process). Also Colonial Marines from Gearbox was started at around the same time. Naturally, quality concerns were there (Gziets said something to that too), but we know it came down to these two projects. And I doubt Colonial Marines looked better at the time when you look at the final product. (Which doesn't exactly look much better than the Aliens: RPG video from 2008 and less interesting as well)

Who knows though? I just doubt it was quality concerns (alone).
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
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.”

The 'It was, however, extremely basic. Almost worrisomely so.' part doesn't sound too good. Good AI can certainly make things more interesting, but it won't replace good mechanics that seem to be absent.
 

Infinitron

I post news
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Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The 'It was, however, extremely basic. Almost worrisomely so.' part doesn't sound too good. Good AI can certainly make things more interesting, but it won't replace good mechanics that seem to be absent.


Yes, well, even if it turns out to not be complex enough for Nathan Grayson (lol), they only need to improve over this:

9ghml1.jpg
 

Infinitron

I post news
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Staff Member
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Messages
99,624
Codex Year of the Donut 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 Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
What is this mystary image? The anticipation is killing me!!!


It's an image of your namesake fighting rats in the rat cave.

I also think you're underestimating the value of good AI even in the absence of "good mechanics" (whatever that means), but we'll just have to wait and see.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
It's an image of your namesake fighting rats in the rat cave.
Good times, good times.

I also think you're underestimating the value of good AI even in the absence of "good mechanics" (whatever that means), but we'll just have to wait and see.
Shadownrun left a really bad taste in my mouth. Everything seems to be there, but it's such a shitty system, even on Very Hard and no penalties can fix it. Now, WL2 is a party game. The challenge is the insane firepower (by default), which, I assume, is what made the melee vs ranged a cakewalk. Yet it shouldn't be this way.
 

Rake

Arcane
Joined
Oct 11, 2012
Messages
2,969
It's an image of your namesake fighting rats in the rat cave.
Good times, good times.

I also think you're underestimating the value of good AI even in the absence of "good mechanics" (whatever that means), but we'll just have to wait and see.
Shadownrun left a really bad taste in my mouth. Everything seems to be there, but it's such a shitty system, even on Very Hard and no penalties can fix it. Now, WL2 is a party game. The challenge is the insane firepower (by default), which, I assume, is what made the melee vs ranged a cakewalk. Yet it shouldn't be this way.

it is so easy because very hard is the only dificulty that your opponents play by the same rules as you. Very Hard is the new Normal... But that was a design desision and not an inherent fault in the systems. I excpect modders to provide more chalenging combat with stronger opponents.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
It's not just about stronger opponents or what they do (AI), it's about the mechanics. Example: the run on the corporation. Security is coming in waves from 2 directions, 4 people per wave. I have two shotgunners and a mage. If in position, the shotgunners can do 6 devastating blasts. Against 4 guards it's an overkill. If they need to move to the second position, they can only do 4 blasts, which is still more than enough. The mage is a cherry on top of the cake.
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
If the guards used their weapons with longer range to harass you, it wouldn't be as big of a problem would it?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Surely there is a middle ground between guards suicidally charging into shotgun fire, and long(er) range weapons making shotguns and melee useless.
 

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