Game Overview:
Who you choose for your team will add dimension to your party interactions, opening new possibilities for you to explore.
This sounds like unique quests and quest completion opportunities based on who you recruit. I hope that is so.
Pillars:
RPGs haven’t kept pace with time - they've regressed and even worse, taken pride in less role-playing than before. Important elements have been lost over time, sacrificed to technology, art constraints, voice-over expenses, and multi-platform console constraints. Wasteland 2 has noksuch limitations, it brings these RPG elements back, takes them out of the attic, and makes them part of gameplay again.
This section is going to see a lot of butthurt and nextgen apologists.
The following customisation subsection reads a lot like Mr Fargo rolled a speech check to convince larpers that assigning skill and stat points upon levelup would give them more roleplaying possibilities than before
As opposed to dudes here who just pick an archetype and stick with it or assign points based on the outcomes they'll like to complete for quests. Right?
customizing and outfitting your own weapon from what you can scrounge from the environment
Awww yeaah weapon mod porn this better not be crafting entire guns because just no unless those are one time quest/service things
(Why settle for what we give you? Choose whatever you want, draw your own, or find something better on line, or even round out your party with pictures of your family members and co-workers!). Make the world, the interface, the playstyle, and your character yours, and role-play the way you want to.
there's that larper persuasion again
Interface that Caters to You: Wasteland 2 allows not only character and world customization, but interface layout and design customization as well. With the range of game mechanics permitted inside and outside of combat, we don't want to limit you solely to customizing your character - we allow you to customize your interface to match your playstyle and choose the "language" and format with which you communicate with the game.
This really needs elaboration. Are we talking resizable, moveable and toggleable elements with transparency and selectable numerical/bar readouts or something less amazing
They have their own opinions they’ll act on over the course of the game. They don’t always blindly follow you into radiation-infested buildings, they may quietly hoard drugs and money that they find, or even possibly decide to borrow things from you as needed. They may have a childhood fear of rats that causes them to burn SMG clips in fury whenever those creatures appear. If they don’t like someone in the party, they won’t be shy about it – or they may actively encourage you to send certain characters on solo missions provided they leave their canteen and supplies behind. The feeling is that you’ll be traveling with characters, not drones with certain skill sets, and knowing their personality strengths and motivations is one of the most important tools for survival.
It can be heard whispering and begging in the frequencies on your radio, bristling with threats from unseen enemies or people begging for help
Sounds like an nice way of initiating random quests.
Many of the greatest moments in Wasteland were communicated via text and lore paragraphs, and it elevated the story, not detracted from it. We’re not afraid of text, and we’re not afraid to use it to emphasize and support the world in ways the environment can’t show visually. We want to use it to provide a deep narrative experience, and we’ll have a strong conversation system to support it – you can type in keywords as part of your arsenal to unlock secrets and text fragments… paying attention to the world and key words can often create new paths in a conversation or give you new clues, hints, and even passwords to unlock new areas for you to explore.
Words as Weapons: There’s nothing like the threatening urgency that comes when a guard with an itchy trigger finger stops you to demand the password, and you’re wracking your brain to try and find the right word that comes to mind - and for those looking to provoke a firefight, the wrong word dropped at the right time can cause an effect-chain that even a gunfight would be hard to top.
I am okay with this added implementation of player skill based conversation checks. There better be an ingame notepad though.
encountering a horde of Leather Jerks shortly after being bloodied and out of ammo from an unexpected Reagan Hover Tank fight is going to spark a much different reaction that rolling onto the scene with upgraded automatic weapons and proton axes while riding the same Hover Tank you were fighting previously. On the flip side, entering a room with security robots while wearing normal clothes and no weapons displayed may allow safe passage where a fully-tricked out party bristling with weapons may trigger a much different experience…
HELL YES RPGS IS BACK ON TRACK AWWWWWW YEAAAAHHH
Thanks to you, we hit our mod tools goal, and we're eager to see what the community can develop with the toolset.
Maybe even Wasteland 2 1.13
gangs of Midwestern-style housewives packing arsenals of guns, clown gangs, robots with the slow drone of a modem connection establishing as they roll in to attack...
One Goal, Multiple Rangers: Your party isn't designed to be bunched up like a pair of panties after 5th period competitive wedgie class. You can control up to seven individuals (four rangers and three NPCs), all of which you can command (and in the case of companions, suggest) to perform specific actions toward a higher goal. Split them up to cover more ground, perform multiple tasks at the same time, reform them, and then strike while your opponents are trying to figure out what the hell just happened.
it's like baldur's gate direct party control with fallout npc AI!!
Also man he likes referring to those proton axes.
we received hundreds of requests to get involved in building this rich world. If you're a talented artist, writer, sound engineer or any other discipline that can improve the game for all who pledged, we want to allow you to leave your mark. We are opening up a thread on our forums where you can post work samples and have a chance to work on, and be credited in, Wasteland 2.
Work that businessman diplomacy Mr Fargo
Flank opponents, switch gear, learn to use fog of war and line of sight
...
Once combat is initiated, turn based progression begins, but if you have the overwhelming advantage you can just let your guys go to work without micro-managing the tactics.
delicious LoS will make up for the autocombat because hey there's no chance of slipping up with superior numbers rite