They are of comparable quality, but WL3s is higher. Which was my point. Art direction is irrelevant, matter of taste and all of that.
Right, so they're comparable quality, with WL3 being slightly, IE marginally, better, which is what I said when you called me a retard.
Why would i care about what dildolos said? Dude is retarded, like a more chill version of fluent.
I was talking to you about a some retarded statement you made.
Because you quoted my response to him. Derp.
Alright, whats so good about WL2 that 3 doesnt have?
I haven't played WL2 since 2013, so just working off what I recall I would say that they're about equal but I give the nod to WL2 because the synth villains like Tinker were more sinister and it had nice narrative moments such as when you don't save the green house place and come upon the damaged synth. There's less of that in this one.
Neither overarching narrative was that great. WL2 was a rehash of WL1, and it would have been better if you started as a Californian recruit of the expanding Rangers with a different villain than WL1's, all the cool factions could have just been used there instead. Also would have preferred a single PC like Fallout which is just a better and less nebulous way to present an RPG narrative. WL3 might have the better overall narrative, but I threw out "New Vegas King Lear" and I think that actually hits the mark, but a much lesser quality story than New Vegas and bland.
In both games the quest designs are pretty bunk, but WL3 much more so. Two examples: La Perla and the secret bunker. La Perla doesn't make sense why your whole ranger group would agree to do slavery business (because you are playing as the whole group, not one PC), doesn't make sense that there are only two options like retrieve her slave or kill her/warn the slave (no reactivity when you do kill her, it sits unfinished on my log), doesn't make sense that you can't have ranger recruits there trying codes same way she did. Doesn't make sense you can't at least arrest her until she coughs up the codes if they're that valuable, she is a criminal. There is no reward for not helping her, a cheap moral gimmick to get players to do an evil act but once again doesn't make sense why the whole ranger team and whatever NPC companions agree to it. On the secret bunker they did it so lazily, you open the passage in the park in broad daylight, not even flavor text about waiting until the dead of night, you can use speech skill checks to get pass the first group only for it being impossible to get by them on the way out anyway. There doesn't seem to be any consequence with the Patriarch for doing it. Doesn't make sense why the Patriarch giving up criminals and lowlifes to the raider groups in order to keep everybody else in his territory safe is less preferable than working with an actual slaver lowlife.
There were technical regressions, can't click minimap to move your team across the map. No inventory sorting. Some areas of the combat might be better overall but the targeting animations are less cool than in WL2 (and in both games less cool than FO1/2 which came out nearly 20 years before WL2), bunch of little things showing it was clearly console focused even though the crowd funders are definitely predominantly PC players.
Ultimately I was massively disappointed with WL2, and had low expectations for WL3, yet still think WL2 nudges it overall. Both games are mediocre to good but definitely are overrated.