Chickenhawk
Barely Literate
- Joined
- Dec 20, 2020
- Messages
- 4
So I just played through this game on ranger difficulty. Steam says 81hrs, I would say a solid 10-20 of that was AFK.
Have to say didn't mind the combat (not really my priority) but I absolutely hated that
This is a symptom of a more general bad writing/plot design. All of the Bluff/Intimidate checks to solve quests are written as "hey, do what I want!" Very little digging has to be done to figure out why exactly someone might do what you want to do, the speech checks are not finding an unexpected angle to exploit that you would need to be smart/good with words to figure out.
I think that that in turn is a symptom of even greater writing/design/prioritization problems. They want to create an open world (a simulated Colorado!) that they can barely populate with sidequests, Generic NPCs in scripted zones usually have one rather good conversation that wears thin after your third time through a place, enemies are interesting until you figure out that there are 3 per faction and assorted animals. The problem here is that the premise is Wasteland/Fallout nostalgia, but they can't really compete with the three fallout games we have. They're trapped in a promise they can't deliver on.
That said, I definitely liked this better than Wasteland 2, which I never came close to finishing. If you're looking for a 7/10 isometric RPG with some pretty graphics, this game is here for you. It sounds like DLC will be Pueblo and Kansas ("Steeltown" gets namechecked and the SW corner of the map is incredibly empty, and it's referenced that Scotchmo goes east to Kansas.)
Have to say didn't mind the combat (not really my priority) but I absolutely hated that
you cannot tell Angela that the Patriarch has terminal Parkinson's. Her entire motivation is that the Patriarch needs to be overthrown so that the Rangers can mediate politics in Colorado. It is heavily implied by the ending that you end up doing that with maybe three years of the Patriarch calling the shots, tops. I could easily imagine a Speech 10 character convincing her of that in the meeting at the Hoon homestead, ending her plot.
This is a symptom of a more general bad writing/plot design. All of the Bluff/Intimidate checks to solve quests are written as "hey, do what I want!" Very little digging has to be done to figure out why exactly someone might do what you want to do, the speech checks are not finding an unexpected angle to exploit that you would need to be smart/good with words to figure out.
I think that that in turn is a symptom of even greater writing/design/prioritization problems. They want to create an open world (a simulated Colorado!) that they can barely populate with sidequests, Generic NPCs in scripted zones usually have one rather good conversation that wears thin after your third time through a place, enemies are interesting until you figure out that there are 3 per faction and assorted animals. The problem here is that the premise is Wasteland/Fallout nostalgia, but they can't really compete with the three fallout games we have. They're trapped in a promise they can't deliver on.
That said, I definitely liked this better than Wasteland 2, which I never came close to finishing. If you're looking for a 7/10 isometric RPG with some pretty graphics, this game is here for you. It sounds like DLC will be Pueblo and Kansas ("Steeltown" gets namechecked and the SW corner of the map is incredibly empty, and it's referenced that Scotchmo goes east to Kansas.)