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Game News Wasteland 2 Kickstarter Update #23: Gameplay Video!

skuphundaku

Economic devastator, Mk. 11
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Codex 2012 Codex 2013 MCA Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2 My team has the sexiest and deadliest waifus you can recruit.
The great things about the video is that it has a rotatable camera, hex based grids, skills that are tied to usage and hopefully a shitload t of content since they are saying that there is a lot of reactive text. The flanking maneuvers are nice, covers are great and its good to see the beloved action points used in a game besides AoD.

2013.

The year of the second coming!
THIS!

All the retards complaining about the adjustable camera can fuck right off.

Go fuck yourself asswipe and let the rest have their own opinions.
You can have your opinions all you want. That doesn't make you right or less of a moron.
 
Self-Ejected

Excidium

P. banal
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The enemies seem to have very rudimentary AI, the combat in/combat out screens are unnecessary and "brute force" skill is still retarded, but looks p. good for WIP.
 

Country_Gravy

Arcane
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Up Yours
Wasteland 2
Well....it finally happened. I shit myself and came at the same time. Thanks a lot Inxile, now I have a terrible mess to clean up.

I think this met or exceeded my expectations of where I thought this game would be by now in just about every area. Keywords are good. I thought the dialogue system could be great. Descriptions were awesome. Party controls seemed easy and intuitive. Combat might be pretty sweet with lots of tactical options available. Skill checks everywhere.

So far I am happy that this will be the most expensive video game I have ever purchased.
 
Joined
Feb 11, 2007
Messages
2,952
Brute force skill. Seriously, why not just use strength? Or weapon skill if you are pounding a door with a melee weapon?

Also, I hope enemies will have a larger field of view in the game. They are practically blind.
 

Alex

Arcane
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Jun 14, 2007
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A single concession towards gamism and ~balance~. Instead of balancing a skill against an attribute they have two skills that more or less do the same thing with some doors easier to lockpick and some doors easier to smash. Explosives seem like they'll be a thrown monkey wrench, we'll see.

Hopefully you are wrong and this is just the result of someone trying out an idea that didn't quite work out.
 

Rake

Arcane
Joined
Oct 11, 2012
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2,969
Dexter

I guess we just disagree then. I like the more fleshed out and thematic UI of BG much more than the one from TOEE. This is just a simple preference issue, I guess, and there were always people who disliked intrusive AIs, who would remove the info bar from Doom or just leave the health/mana/stamina bar in daggerfall. Still, many modern games seem to assume people all prefer it like this, and don't put much effort in making the UI interesting and well fleshed out, even if you can customize it to be bigger. So it is very nice to see Wasteland 2 doing the opposite. I mean, if you dislike how the UI looks, you will be able to customize it so much less of the screen is taken, so both sides will be pleased, I think.

:bro:
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
First is the rotating camera thing. This looks annoying as hell, and I still would have preferred a fixed one, or even better, a 2D game. Hopefully, they will make it so this doesn't get in the way too much.

Second, the part where they broke down the door reminded me that it seems pretty silly to have a brute force skill. I really don't understand why they wouldn't just allow you to use attributes as well as skills on the gameworld.

One thing I don't get is the complaints about the GUI size. Am I the only one here who liked the big interface elements of older games like Might & Magic or Dreamweb?
Skills are how you interact with the world. So it's very gamey, but consistent that everything needs a related skill to use.

The camera doesn't seem half as annoying as people say it will. The movable camera in DoW never bothered me.

I think the GUI looks great.


This video is oozing in Incline!
But can you grapple it?

Roguey given your votes for worst RPGs of all time, can I assume that "mediocre" is actually extremely high praise or is it mediocre in a relative sense?
 
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Lost Hills bunker
Man I just love it. I thought I will never play a new game that's not a dumbed down shit. This is glorious, no matter that some retards shit on it, nothing can spoil it now for me. I have seen the light. :incline:
 

Major_Blackhart

Codexia Lord Sodom
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While I admit that there wasn't much to the vid, I will say that proof of life is promising.
It seemed more a showcase of some base things.
And I'm fine with that.
 

mikaelis

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Codex 2013 Codex 2014
I either missed it during Kickstarter or they never mentioned anything about that, but what about environmental destruction? Will it be in to some extent at least? Would love Silent Storm-like...
 

UnknownBro

Savant
Joined
Mar 23, 2012
Messages
373
You can have your opinions all you want. That doesn't make you right or less of a moron.

30vg6yr.jpg


Go play, like, NW2 or something dude.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
Joined
Mar 10, 2003
Messages
24,986
Looking solid but some issues. Perception cones for enemies is a lame concept. No way should the player have access to that kind of literal information. Key word dialogue has always been lame. No different here. It makes the PC look like a loser. Good stuff is the combat looks fun, the UI is serviceable even if not pretty. The description texts are cool and 9so far) look plentiful. And, the final metal 'spider' looks sweet and I WANT TO KILL IT!

Demo = 7.5/10 Glad I'm getting the game through PE.
 

Volourn

Pretty Princess
Pretty Princess Glory to Ukraine
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I don't care how high your perception is, it's a lame idea. Perception as many other sues. It's not needed here. Don't defend lameness. It's lame.
 

Major_Blackhart

Codexia Lord Sodom
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A bit in agreement with Volly. However, if they do go the cone route, let it at least not be static cone. Different enemies have different types. Anything with more than 2 eyes must have some crazy shit.
 

TwinkieGorilla

does a good job.
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Serpent in the Staglands Divinity: Original Sin Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pathfinder: Wrath
I'll agree with that. I did think it a bit strange that the only sense that poor guard had was that limited cone in front of him. Will they detect proximity I wonder? Was that mentioned in the video? Sorry, watched early with coffee.
 

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
i got the impression that maybe the guard's cone was narrow because it was nighttime. He really couldn't see shit.
 

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