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Wasteland Wasteland 2 Thread - Director's Cut

agris

Arcane
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Apr 16, 2004
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If a computer is fully functional, it should run with all components fully stressed and not crash. If it does crash, you have a heating/cooling/hardware problem. That's all I'm saying. I don't dispute that unity is a resource hog.
 

pippin

Guest
Wanted to read the whole thread but it was a bit too much for me :P
Never really felt the need to savescum, ever. I only reloaded if one of my characters died, 'cos I'm a wuss like that. The skills got me confused but interested, and I really liked the fact that you could repair broken locks and try again, more rpgs should have that. Also the effects of leveling up are noticeable which is awesome.
 

Roguey

Codex Staff
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Annnd completed Wasteland 2.

Angel Oracle was okay. Some entertaining dialogue, but the conflict didn't quite grab me the way it did in Rodia and Hollywood, plus the optional trash mobs off to the side were boring (killing the Robbinsons looked like it could be fun, but they didn't shoot on sight, nor was Tori a particularly worse person than Mr. Manners, so I let them be). Hollywood was fun, but once you reached the bastion I didn't like all the back-and-forth I had to do to get a peaceful resolution (at least the devs recognized this and provided a shortcut). Seal Beach started out great. You had absurd situations with the salesperson and the port-a-potty, multiple ways inside, and a spiritual successor to Turn Up the Radio (I guess 80s songs are now Avellone's thing when he can get away with including them) but it quickly devolved into a linear slog through combat after combat with one of the sloggiest end fights ever. Chris botched it. I did like the first few villain speeches, though I thought the one Cochise had after the end was kinda redundant and a bit too "spelling everything out for the dummies." I almost fucked up into a no-win situation because I just stayed still and listened to that whole thing and then "Hey, did you know this was being timed? :troll:".

Despite the disappointing end game sequence (has a lengthy endgame ever worked out? Make your midgame as long as you want, but I think a lot of problems could be avoided if the endgame was kept to within an hour of playtime), I thought California's content was well done and a superior SoZ (right down to the one-room dungeons). I imagine if they ever make another Wasteland, it'll probably follow the "social hubs with mostly-optional combat alongside small combat areas" format.

I knew going in that I wouldn't like it as much as D:OS, but what surprised me is how I ended up liking it more than Dragonfall; far more reactivity and roleplaying, the most demanding fights were comparable in quality, and I preferred the writing (i.e. it wasn't trying to ape Bioware). Sure, it had some clunky dialogue, but it also consistently reinforced its theme of protection (ranger way versus every other faction including Cochise whose ultimate goal is to protect itself). I do wish I had reloaded when I let Ralphy's father blow up because I didn't expect him to turn into that much of a cynical asshole.

In the end I had over 160 unused medpacks and killed nearly 700 things. Combat pacing could have been better in select parts of Arizona and the endgame, but that's a reasonable number.

Also the credits song was cheesy enough to forgive the lack of Mission UK's Wasteland. :P

So yeah
Wasteland: 2 sucked. You'll be disappointed. I was disappointed with Dead State, but Wasteland: 2 was even worse.
10 hours into WL2 you're gonna wish you were playing day 37 of Dead State instead.
and Smedstad turned out to be wrong. Wasteland 2 is okay.
 

Roguey

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Wasteland 2 > Divinity: Original Sin
Depends on what your priorities are. I imagine the director's cut will will help close the combat gap, though I doubt it'll match or overtake it.
 

Grotesque

±¼ ¯\_(ツ)_/¯
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Divinity: Original Sin Divinity: Original Sin 2
Depends on what your priorities are
Well, personally I've come to rank games on the amount of dozing I get to experience late-game because the lack of challenge derived from poor game balancing.
Divinity OS made me more well rested than Wasteland 2 :)
But Pillars of Eternity rejuvenated me beyond measure!
 

Roguey

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Well, personally I've come to rank games on the amount of dozing I get to experience late-game because the lack of challenge derived from poor game balancing.
Divinity OS made me more well rested than Wasteland 2 :)
But Pillars of Eternity rejuvenated me beyond measure!

As of the latest patch from February, I had a challenging time with D:OS from start to finish.

Wasteland 2 was like cruise control with a few speed bumps here and there from start to finish.
 

Grotesque

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Divinity: Original Sin Divinity: Original Sin 2
As of the latest patch from February, I had a challenging time with D:OS from start to finish.

Wasteland 2 was like cruise control with a few speed bumps here and there from start to finish.

If memory seves me right, weren't you the one that said that a game should be judged based only on the state at the release date and not after many months after is patched/properly balanced?

vanilla Wasteland 2 > vanilla Divinity: Original Sin
 

Roguey

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If memory seves me right, weren't you the one that said that a game should be judged based only on the state at the release date and not after many months after is patched/properly balanced?

vanilla Wasteland 2 > vanilla Divinity: Original Sin

Considering I often refuse to play games on release, that doesn't sound like me at all.

I would/have said that it's unfair to compare an unmodded game to a game with mods that significantly alter its content e.g. "this fails to live up to BG/BG2 with SCS."
 

DosBuster

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Anyone here seen Capital C it's on Netflix now so I'm wondering if it's worth watching as a replacement for the.. non-existent developer vlogs.
 

randir14

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Mar 15, 2012
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764
Anyone here seen Capital C it's on Netflix now so I'm wondering if it's worth watching as a replacement for the.. non-existent developer vlogs.

I just watched it and no, it was more geared towards their thoughts on crowdfunding rather than the game's development. Most of the InXile scenes were Brian Fargo and Matt Findley talking about things we've all heard before. There were a few shots of people working in the office and I saw what looked like a character portrait that I don't think was ever used in the game (a woman in a cowboy hat holding a SMG). Fargo said during WL2's development InXile doubled their staff, he also said he was afraid of the game failing because it would mean he'd never get to work on something like it again. Towards the end of the video there were scenes from the Torment: ToN campaign wrap up party.
 

Infinitron

I post news
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Enjoy the Revolution! Another revolution around the sun that is. 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
New trailer:



http://blog.us.playstation.com/2015/09/21/wasteland-2-directors-cut-launches-on-ps4-october-13th/

I’m Brian Fargo, CEO of inXile entertainment. Some of you may know me as the founder of Interplay Entertainment and the producer of the original Fallout. When we got the opportunity to talk to you several months back about Wasteland 2 coming to PS4, we leapt at the chance and were blown away with the support that we saw from PlayStation fans around the world.

Now I’m here to show you how far it’s come since then, and to talk about some of the ways we adapted the game to PS4. But before that, let’s take a look at the brand new Wasteland 2 Director’s Cut. Enjoy!

For those of you who haven’t heard of Wasteland 2, it’s a role-playing game where you build a squad of Desert Rangers in post-apocalyptic Arizona and California. We combined complex character building, an extremely reactive storyline and game world, and tactical, explosive turn-based combat to give you a deep, post-apocalyptic RPG experience.

Translating that PC-centric experience to consoles was a challenge with some people not believing we could take such a large and complex game to PS4, but we did it! We have always felt that it’s our mission to bring the best game possible for each platform without compromising. That means we took Wasteland 2 and looked at it as if it we were making a brand new game for consoles right from the start.

One of the biggest challenges was controls and user interface. Obviously we didn’t want to lose any of Wasteland 2’s complexity, so we knew we had to totally rework the game to play well on consoles. Instead of simply trying to port the controls over, we looked at it as if we were starting from the ground up. This also involved studying some other great turn-based games like XCOM: Enemy Unknown.

Instead of a point-and-click interface as we did on PC, we switched to contextual and radial menus that let you quickly select actions and gave you the ability to change between combat targets using the shoulder buttons. The result is that playing Wasteland 2 on a controller is a faster and smoother experience.



Of course, there are tons of changes we made to improve Wasteland 2 on PS4 as well. We did a complete graphics overhaul by moving to the Unity 5 game engine, including its new physically-based rendering system. That meant totally redoing all our character models, environments, and lighting to take proper advantage of next-generation hardware.

Some of the changes we made were more on the gameplay side. Our fans kept asking, so we delivered. Our character system got a big boost with Perks and Quirks. Quirks let you specify new personality traits that will have both advantages and disadvantages when you create your characters, and Perks let you pick special bonuses and new abilities as you level up throughout the game. On top of that, we added Precision Strikes which let you do targeted attacks on your enemies, crippling them and increasing your tactical options in fights to create some really chaotic combat encounters.

So, with that said, we are eagerly looking forward to our launch on October 13th, 2015. We hope you join us in the wasteland — it’ll be the true post-apocalyptic RPG you’ve been waiting for.
 

Abu Antar

Turn-based Poster
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Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I remember that I had the option to turn them off when I played. I don't remember seeing it during EA, though.
 

Roguey

Codex Staff
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May 29, 2010
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"For demonstration purposes, we will give our characters 9999/35 health. :lol:"

I'm guessing that massive boost to the top tier sniper rifle's damage is a permanent balance change since even the original would be overkill against those early game enemies. :M
 

ArchAngel

Arcane
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Mar 16, 2015
Messages
21,975
Nice trailer. I look forward to finally play this game :D
 

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