Gondolin
Arcane
He didn't have a radio on him, yet his wife was talking to him. Of course, she was actually talking to you, catching your attention, hence my point.
Maybe he had one when he left, but not anymore. Shit happens.
He didn't have a radio on him, yet his wife was talking to him. Of course, she was actually talking to you, catching your attention, hence my point.
The Commander humor fell short for me too.I like the humor. All of a sudden RPG "LOL DONGS" Codex is in favor of subtle, highbrow humor? Give me a break, people.
But going from "SAVIOUR OF cRPGS" to "probably good for what it is" is still disappointing...And for a reason too. But, judging from the fairly mediocre amount of feedback (no 20+ pages of "Fuck this decline shit"), there's not much that's wrong. Should be (relatively) simple to fix.Official verdict: Codex underwhelmed by W2 demo video
The Commander humor fell short for me too.I like the humor. All of a sudden RPG "LOL DONGS" Codex is in favor of subtle, highbrow humor? Give me a break, people.
1) My suspension of disbelief broke. It's a prerecorded message and they didn't edit it at all?
2) Zapp Brannigan and Kif did it better. I feel like they needed to go further with one of the characters. Either the Commander is even more blustery and doesn't care what language he uses (no asking if a take was good), or the other guy needs to be more of a sycophant or scared of the Commander and be unwilling to criticize but then try to spin it for the audience.
But going from "SAVIOUR OF cRPGS" to "probably good for what it is" is still disappointing...And for a reason too. But, judging from the fairly mediocre amount of feedback (no 20+ pages of "Fuck this decline shit"), there's not much that's wrong. Should be (relatively) simple to fix.Official verdict: Codex underwhelmed by W2 demo video
It certainly is. I thought the first video looked much more promising than this one even when not being as comprehensive.
I was only analyzing the scenario from the view point of what would be funny(er).My impression was that the other guy isn't strictly subordinate to the Commander. The Commander is the "military leader" and the prissy guy is the "civilian leader", and the former takes the latter's advice for "civilized" matters, such as the Red Skorpions' ersatz real estate business.
I was only analyzing the scenario from the view point of what would be funny(er).My impression was that the other guy isn't strictly subordinate to the Commander. The Commander is the "military leader" and the prissy guy is the "civilian leader", and the former takes the latter's advice for "civilized" matters, such as the Red Skorpions' ersatz real estate business.
If the Raiders being incompetent is a running theme, that could be interesting. However, I would bet a million dollars they're presented as a dangerous faction with lots of power.Oh, I think the relationship I described could be funny enough.
As for why they didn't edit the recording - I don't know, maybe because they're a bunch of dumbass raiders? Which is probably the same reason they left open a ledge for a sniper overlook. Don't overthink it.
If the Raiders being incompetent is a running theme, that could be interesting. However, I would bet a million dollars they're presented as a dangerous faction with lots of power.
Who caused this? Hungry and frustrated members of community devoted to years long waiting for another messiah or is it the developer who just makes a game he wants, given a small budget?But going from "SAVIOUR OF cRPGS" to "probably good for what it is" is still disappointing...And for a reason too. But, judging from the fairly mediocre amount of feedback (no 20+ pages of "Fuck this decline shit"), there's not much that's wrong. Should be (relatively) simple to fix.Official verdict: Codex underwhelmed by W2 demo video
And where is the logic in that? Now that his cart is stuck he HAS to trade them. He can't carry his goods, but he can carry cash. Besides, it's not like he's stuck there forever. He can go and get help (i.e. he isn't in the middle of nowhere).I dunno, maybe because he puts the goods in the cart because he can't carry them? And if the cart is stuck, well... no need to trade then.Why would the trader refuse to trade with you and make a profit?
Once you start throwing 'but what if' and 'maybe', you can explain just about anything, including the US foreign policy.Maybe he had one when he left, but not anymore. Shit happens.
He's a trader. He trades stuff. Trading is what he does for a living. He doesn't have to be the most logical and practical person to wish to make a few bucks by selling things to rangers or buying stuff from them cheap. That's what traders do.And where is the logic in that? Now that his cart is stuck he HAS to trade them. He can't carry his goods, but he can carry cash. Besides, it's not like he's stuck there forever. He can go and get help (i.e. he isn't in the middle of nowhere).I dunno, maybe because he puts the goods in the cart because he can't carry them? And if the cart is stuck, well... no need to trade then.Why would the trader refuse to trade with you and make a profit?
Perhaps he's just selfcentered and subborn. Not everything needs to necessarily work through perfectly practical logic, humans don't work that way. Of course it would help if the dialog reflected that to make it clear, but...
In reality, the radio felt like a way for people to grab your attention from far, far away.
Worked so well for Fallout 3, didn't it?Goofiness is perfect given that this is a sequel to Wasteland; in fact, the more silliness the better.
In general, no. If you meet a guy who lost his radio and need your help, it wouldn't be far-fetched at all. In the context of this quest's design and its mysteries, the lack of the radio stands out like a sore thumb. Not that him carrying a radio would make this quest any better.
Worked so well for Fallout 2, didn't it?Goofiness is perfect given that this is a sequel to Wasteland; in fact, the more silliness the better.
He's a trader. He trades stuff. Trading is what he does for a living. He doesn't have to be the most logical and practical person to wish to make a few bucks by selling things to rangers or buying stuff from them cheap. That's what traders do.And where is the logic in that? Now that his cart is stuck he HAS to trade them. He can't carry his goods, but he can carry cash. Besides, it's not like he's stuck there forever. He can go and get help (i.e. he isn't in the middle of nowhere).I dunno, maybe because he puts the goods in the cart because he can't carry them? And if the cart is stuck, well... no need to trade then.Why would the trader refuse to trade with you and make a profit?
Perhaps he's just selfcentered and subborn. Not everything needs to necessarily work through perfectly practical logic, humans don't work that way. Of course it would help if the dialog reflected that to make it clear, but...
Worked so well for Fallout 3, didn't it?Goofiness is perfect given that this is a sequel to Wasteland; in fact, the more silliness the better.
Obviously a tight budget limits what you can do, but the most glaring issues I have can't all be blamed on money.Who caused this? Hungry and frustrated members of community devoted to years long waiting for another messiah or is it the developer who just makes a game he wants, given a small budget?
Obviously a tight budget limits what you can do, but the most glaring issues I have can't all be blamed on money.Who caused this? Hungry and frustrated members of community devoted to years long waiting for another messiah or is it the developer who just makes a game he wants, given a small budget?
The Shadowrun team didn't have the budget (or experience) to even make a proper saving system, for example, and had to cut corners on assets and player interations... however, on W2 you see all the assets and game mechanics needed for a great RPG, just badly employed. Looking at what they showed, it looks perfectly possible to use their editor to make a new Fallout, with open levels, interesting skills checks and even a more complex, party-based combat, but the inXile team is using all that to make a "Theme Park" level and retarded design choices, like the convenient goats near the minefield or the convenient sniper point next to the raider's base... there's no blaming budget for that.
Au contraire, Ms. Bee. It's very relevant (special thanks to Infinitron who mentioned Fallout 2 here). See, Fallout 2 had wacky shit - the rat king, talking deathclaws, yakuza, giant robots and such, but they were treated seriously, as if they made perfect sense and fit right in. Even some explanations were provided. Fallout 3 was retarded because they treated everything like lulz.Worked so well for Fallout 3, didn't it?Goofiness is perfect given that this is a sequel to Wasteland; in fact, the more silliness the better.
*shrug shrug* Irrelevant.
I wouldn't count on it. We'll answer a number of concerns, but as to the answer of what is the level design like, are there enough hub-like areas, I dunno if there'll be much in the way of definitive answers. It needs to be covered indepth if it's covered at all, it deserves a pretty expansive look, it's quite possible there's just no way for us to show it properly, and you won't get a good feel for it until you have the beta in your hands. But hey, that's not too far out anymore now.I've asked Brother None to show off one of Wasteland 2's wide open non-linear areas in the next Kickstarter update. Hopefully he will comply - apparently most of the fans care more about minor things like the stupid grid.
See, Fallout 2 had wacky shit - the rat king, talking deathclaws, yakuza, giant robots and such, but they were treated seriously, as if they made perfect sense and fit right in.
I'm not trying to attack the game here. I was genuinely impressed with many things, but the loudspeaker humor was Bethesda-level 'funny' and rubbed me the wrong way. The "child's rhyme" line, "something about a flag and a nation" was fucking great though.