Grunker
RPG Codex Ghost
Chiiiiiiiiiil. I got the edited version latelate yesterday, and I've been working today.
Wasteland 2 Guru Gamescom preview said:A game distinguished not by its photo-realistic graphics or amazing physics, but by things that actually matter in a game: reactivity, evolving storyline, intricate gameplay, and sheer replayability.
Basically, what a next-gen game should be.
However, Wasteland 2 goes beyond that and also introduces non-standard game endings. Fargo elaborated on this concept, stating that one of these results from the player straying too far away from the Rangers' code and values. If the player's team gun downs everything that moves (and shoots everything that doesn't until it starts moving), then General Vargas will cut them loose and deploy kill squads to track down and kill the player's team, leading to a different storyline and ending, at the expense of some 40% of the game.
A good idea.For example, if a low-level party decides to wander into a dangerous area, they might be contacted by General Vargas, informing them that they're about to step into a world of pain.
This is funny considering all the "attributes won't matter" angst from earlier in the thread.The original Wasteland, while featuring both attributes and skills, was heavily biased towards the latter, to the point that attributes mattered little as long as you had a high enough skill. Wasteland 2 will seek to rectify that, while maintaining consistency.
This quasi-sim crap might end up breaking things, we'll see.Accuracy bonuses are very important, as weapon ranges are a crucial part of determining whether you hit your target. inXile chose to avoid the miss-enemy-at-point-blank-range debacle common to turn-based games. If it stands next to you, you will have an excellent chance of hitting them, unless their Evasion is very high or your own skills scrape the bottom of the barrel.
0% chance of this happening.Wasteland 2 will turn out better than PE and Roguey will have to perform seppuku in front of her shrine to Sawyer.
There is some new (at least to me) cool info in a www.gram.pl preview (in potato), with the journalist (Michał 'Myszasty' Nowicki) being a fan of old-school RPGs (and mentioning Van Buren a few times in the preview).
- the game started out with a vision very close to the original Wasteland, but it turned progressively more fallouty during development, when it turned out that is what the fans want
- Kick-Ass and Hard-Ass are dialog-related skills
- skills are divided into two cathegories: combat and knowledge (lore?)
- some quests will be unlocked by playing with the radio in certain areas (the radio will have various frequencies)
- the radio can also be used to contact some NPCs without travelling to their location (Pokemon games influence? :D)
- the game's scope causes it to have tons and tons of bugs at the moment, but inXile is set on fixing the bugs, while leaving the scope intact instead of reducing the scope to deliver perfectly-polished experience AAA-style
- attributes are explained:
Coordination = Agility with a different name
Luck - affects every action in some small way
Awareness = Perception with a different name
Strength - affects carry-weight and HtH damage
Speed - affects how far a character can move in combat
Intelligence - affects multiple skills in the knowledge/lore cathegory
Charisma - affects NPC interaction
- combat scripts are partially randomized, so after reloading in combat you should rarely see enemies doing the same moves
- the journalist likes the graphics (calling it VanBuren-like, although saying that the old Fallout style was clearly superior and can never be recreated ) and customizable interface which should be a feature in every PC RPG and strategy
- Brian Fargo said that the level editor will be released with 100% certainty, but we will have to wait some time after launch for that
- finally, the journalist calls the game 'Van Buren resurrected' and claims it GOTY of whatever year it is released :D
Here's what the article says about this: initially the game was supposed to be more 'tactical' 'with a lot of micro-management' (like Wasteland) and now it is more 'RPG' 'plot and dialog driven' (like Fallout).What exactly is meant with 'more fallouty'?
Here's what the article says about this: initially the game was supposed to be more 'tactical' 'with a lot of micro-management' (like Wasteland) and now it is more 'RPG' 'plot and dialog driven' (like Fallout).What exactly is meant with 'more fallouty'?
Yeah, I'm not sure either.
Yup. I don't think he played original Wasteland at all and is just assuming some stuff.Sounds like he's making shit up
There were no direct quotes in the article, or at least there were no marked direct quotes.I hope that's a direct quote so I can laugh at Fargo dumbing it down to Fallout levels.
There is some new (at least to me) cool info in a www.gram.pl preview (in potato), with the journalist (Michał 'Myszasty' Nowicki) being a fan of old-school RPGs (and mentioning Van Buren a few times in the preview).
- the game started out with a vision very close to the original Wasteland, but it turned progressively more fallouty during development, when it turned out that is what the fans want
- Kick-Ass and Hard-Ass are dialog-related skills
- skills are divided into two cathegories: combat and knowledge (lore?)
- some quests will be unlocked by playing with the radio in certain areas (the radio will have various frequencies)
- the radio can also be used to contact some NPCs without travelling to their location (Pokemon games influence? :D)
- the game's scope causes it to have tons and tons of bugs at the moment, but inXile is set on fixing the bugs, while leaving the scope intact instead of reducing the scope to deliver perfectly-polished experience AAA-style
- attributes are explained:
Coordination = Agility with a different name
Luck - affects every action in some small way
Awareness = Perception with a different name
Strength - affects carry-weight and HtH damage
Speed - affects how far a character can move in combat
Intelligence - affects multiple skills in the knowledge/lore cathegory
Charisma - affects NPC interaction
- combat scripts are partially randomized, so after reloading in combat you should rarely see enemies doing the same moves
- the journalist likes the graphics (calling it VanBuren-like, although saying that the old Fallout style was clearly superior and can never be recreated ) and customizable interface which should be a feature in every PC RPG and strategy
- Brian Fargo said that the level editor will be released with 100% certainty, but we will have to wait some time after launch for that
- finally, the journalist calls the game 'Van Buren resurrected' and claims it GOTY of whatever year it is released :D
What are they saying? (Nie mówię ziemniaków)