Except it doesn't work well, because, for starters, your "positioning" choices are almost always non-existent. You either have a bunch of suspiciously conveniently placed barrels and crates that make rushing for them a no-brainer, OR you are given a place with no cover whatsoever, OR you are given a place with no cover whatsoever that is also painfully cramped (like that fucking side-quest brothel with God's militia invaders).
Crates are destructible and won't last long in a heavy firefight leaving you a sitting duck.
Anyway, while in filler fights you can just stand there and shoot from the hip, positioning does matter in tough 'over your head' fights. If your point is that such fights aren't as common as the filler fights, then I agree.
You control 6-7 characters, and if you had to make important decisions 6-7 times a turn it would get tedious fast.
It hardly gets tedious in blobbers or in other oldskoolers that had 6+ party members.
Maybe my memory fails me, but if we take Wiz 8, for an example, only spellcasters get to make important choices.
Furthermore, it would also be non-tedious if every of your decisions was important, but, on the flipside, the enemies wouldn't be so horribly HP-bloated (FUCK YOU HONEY BADGERS), which for some bizarro reason you are actually applauding here as "true oldschool design".
Because that's what old school design was like, in case
your memory fails you. I said it's the very definition of such design, which you read as a praise. It's not. It's a factual statement.
There are a lot of different guns with different stats in the game, so most of your characters will have secondary weapons, allowing them to take advantage of the unspent AP (or carry them over) .
"A lot of different guns", maybe, but "with a lot of different stats" is almost borderline fallacy considering the ridiculously linear progression of weapons. [/quote]
And yet you can get an SMG with 3AP burst and 5 or 6 AP burst. Or a pistol with 3-4 or 5-6 AP. Within the same category, I mean. My hobo started with a shotgun but he had quite a few SP to spare so I gave him a machinegun. My sniper had a backup weapon. Etc.
I'm also surprised that you don't mention the absolutely stupid armour mechanics that force you to run around naked for the entirety of the endgame.
I didn't run around naked thus I had no complaints. The armor system simply wasn't interesting but that's not a reason to bitch about it in a review.
So I'm just looking at this dude standing up and shooting my bros, and I'm left wondering about one thing: why is just shooting him the only thing available to me? Why can't my kung-fu brawler grapple him down? Why can't I disarm him? Why can't I interrupt his shooting spree? Why can't I cripple his arms? WHY? WHY? GOD, WHY?
I'm not sure I understand the criticism. It's a turn-based game. He's shooting, you're waiting for your turn. Maybe he cheats and starts first (I don't recall as he didn't give me much trouble), but that's about it. Why fantasizing about some interrupt or wrestle or disarm mechanics?
consequences and reactivity
Praising those all the time, but not mentioning some of the very obvious stinkers is also strange to me.
A game either has a lot of C&C or it doesn't. WL2 has a lot of it, more than any other game I can think of. Sure, not every choice is great and not every reaction is interesting (see the infamous drowning kid moral dilemma that's not a dilemma at all), but you Have. A. Shitload. Of. Choices. Thus, bitching that they missed an opportunity to insert a choice or a consequence somewhere would have been douchy.
And I'm not even talking about the "you suck!", which is so terrible it escapes words.
I did mention it and suggested to crucify the person responsible.
No, everything else about him is completely stupid as well. First, the quest he gives to stop the renegade monk? WOW! Such a brilliant fucking idea to give it to a complete band of strangers, instead of taking some of your fanatical gunmen, moving out and wasting the dude on the spot before he even gets to talk.
Well, it's an RPG. Entrusting important tasks to strangers is a time-honored tradition. You can't single out WL2 without complaining about 99% of RPGs.