For instance, the main issue I have with it is that the skills are completely disconnected from the stats. The stats don’t determine the starting values of skills (which would have made the stats more useful), don’t give bonuses to skills and don’t play any role in non-combat activities. ... Another issue is that not all stats are created equally....
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One of the issues I have with the game is random loot. Every time you open a trapped strongbox, a well-locked safe protected by a state-of-the-wasteland-art alarm system or dig out someone’s stash, invisible dice will be rolled, determining which pile of crap to reward you with this time. ... Basically, it’s a good example of a minor decision undermining the character system instead of strengthening it the way everything else does.
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The combat system is fairly straightforward: attack until you run out of action points... Thus, your choices are limited to positioning and weapons.
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Design-wise, the true power comes not from skills (they boost your accuracy and critical chance) but from better weapons and having enough hit points to match the ever-increasing damage coming your way.
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The biggest problem is that the AI is often at odds with itself – enemies act as (suicidal) individuals rather than as a group. It cannot form cohesive strategies, like maintaining positions or targeting individuals, which means that the game needs to rely on increasingly larger numbers – more damage, more hit points, more enemies – instead of smarter strategies.
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Unfortunately, the skill checks are fairly sporadic and stat checks are extremely rare.
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Unfortunately, quite often, the quests feel like uncomplicated, post-apocalyptic versions of the TV show Cops. You're instructed to do something – save the AG Center, set up the radio, clean up the prison, save the L'eve Lupe Mines (nobody needed this pun FYI). ... In many cases, these well-worn formulas aren’t used in new or interesting ways, but merely occupy game space, giving you ‘stuff to do’. The contrast with truly exceptional areas couldn’t be starker.
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Does it mean that you’re going to like it? It depends entirely on your expectations. If you expected a long overdue sequel or a game that allows you to chart your own course, I think you’ll be pleasantly surprised. If you expected a game like [Fallout / Jagged Alliance / ‘best game evar’], you might be disappointed.