Ok, now I played the Prison level (thansk to Hiver's rangers). First, here's the map of the first (and largest) area:
This is more or less the same area that was shown in the Prison Video, ages ago. There are some changes, like the turrets next to the "Red" merchant to the north, and the big change that the map was divided in two. Other than that, is still the same thing; wiggly paths taking to quests, fucking nothing in between, not a single house that you can enter, obvious solutions to everything, and not a sign of replayability and reactivity beyond doing solution A or B for all quests... The goats on the minefield from the prison demo are still there, as is the whole "convenient sniper point right next to the Raider's base" as well, but now the line of sight doesn't work and I can't see shit from there:
I swear that I tried to jump into this with a positive look, seeing how much improvement happened since we last saw it, how the feedback would change it and all that... but I'm coming to the realization that the issue here is deeper. Just look at this picture:
To the left, the (now dead) raider's checkpoint. Barely 10 meters to the right, there's a weak and unguarded gate that you can open to sneak past. Sorry, but this is just lazy. Here
Brother None will probably point out that trying to sneak past that gate can still trigger the guards, making that gate a "semi-troll" solution. Awesome, but if I just walk 10 more meters to the right, there's a second sneak path that I can take by using a crane... and once again, just a skill check away. W2 just never tries to tie skill check with NPCs and quests... It shouldn't be hard, help a farm girl to fix her well, then convince her that you're a bro and she'll tell you about the sneak path and give you the key to the gate, allowing you to avoid a very hard lo9ckpick test... but no, you just walk to stuff and use the obvious skill. It is fucking BORING to solve everything by just walking to it and using a skill... especially when you have a horde of rangers overflowing with skill points.
The only moment where something like this happened was back in the Infected Village, where you're given a safe code. Once you reach the safe, you either recall the code or you're fucked, because the safe is impossible to open with the safe-opening skill... meaning it is POINTLESS! I have a goddamn skill that only serves to open safes, but apparently only shitty ones, because the important ones have codes. Hurray!
Not to even mention the inconsistencies the world has... This is the post-apocalyptic wasteland, where salvagers roam the land, scrap is the currency and raiders will kill you "for the metal in your Ranger Star". Then how the hell there's a open & full loot chest, right next to a goddamn intact Helicopter, right outside the fucking raider's base?
This is retarded. Is like the designers are just going through the motions, doing "RPG stuff", without ever thinking about it. It may seem minor stuff, nitpicking, but to me it shows perfectly how "cookie-cutter" W2's design is... "Write a bunch of quests, each of them with at least 2 solutions, then connect them through wiggly paths and spread some loot containers through the area". Doesn't sound like a bad formula, but it is taken so literally that part of the content looks like it was randomly generated. Quests are bland, locations feel theme park-ish and isolated, solutions are always obvious & just one skills check away, and the loot containers feel like they were randomly placed.
If this what the whole game will be like, after all the polish passes, overhauls and all that, then sorry, but it is still just a mediocre game, made relevant only by the whole Kickstarter thing and the absolute lack of any other isometric game with full-party generation. It is a "producer's game", made by looking at a checklist of features, and then ordering people to implement it, without any bigger design plan behind it to tie all together and make it work.