Wasteland 2 Gameplay Demo:Prison Level video released

Makenshi said:
Hassknecht said:
The trading screen reminds me very much of Fallout.

Reminds FO3 and NV, that is.
I meant Fallout 1/2, actually. The way the items are listed to the sides and then dragged to the middle.
Also, there are icons. Pretty general icons, but that might be because of the early state of the game.
 
That "Please Rangers, do the right thing!111" "So you want us to kill you?" lines, :lol:

Glad to see InXile took inspiration from the best (Bethesda) when it comes to this game, same as for the wonderfully clusterfucky trade/window.
 
Forgive me for being negative, guys, but compared to the Agricultural Center video, this to me looks shoddy as hell. Visually, I mean. All I see is a spectacular back-flip into mediocrity from what was a promising beginning.

My complaints:

- That big-ass rotating globe. I presume it signifies entering the world-map, doesn't it? That'd set a new standard for moron indicators. Or is that thing really there, because that's what it looks like?

- Speech bubbles. Maybe I could stand them if it weren't for the obfuscating black background. Do they really add anything? What's wrong with simple floating text? I also don't like how the bubbles' pointy end stretches across the entire screen to pinpoint its source. If the bubbles are to stay, I'd prefer their ends to remain short and stubby, quietly hinting where the voice is coming from.

- Vendomatic 5000. Who duct taped that ugly piece of shit to an otherwise fine trade screen? Does. Not. Blend.

- White hula hoops at rangers' feet. I was hoping they'd change it to something less distracting.

- Encounter begins thing. Why not just display the grid? Wouldn't that alone be obvious enough?

- Dialogue screen. That reminded me hard of the Wizardry 7 port for Win95, those blocky buttons. Reconsider the previous dialogue screen, please.

- That skill list window they show at the minefield. It's so inconsistent with the HUD, it looks like an unwanted pop-up. Maybe it'd help if it used the same palette as the smaller skill icons.

- The final combat zone. Those raiders sure know their right angles. Were they walking around with protractors and spirit levels when setting up their junkyard hideout? I presume having the combat set to a rectangular grid is somewhat limiting, but this looks downright fake.

- Ranger's path shown on the battle grid with rectangles. A very heavy handed way to tell me where they are heading. Seems completely unnecessary, too, since I have the general idea where I'm clicking.

- The overall look. I can't find anything that holds it together. Frankly, its a faceless mess and it's falling apart. Sorry to be saying that.
 
I also love how the enemies instantly knew where the rest of the party was when the sniper made the first shot.
 
Looks pretty good, both graphically and gameplay-wise. And gotta love those goats.

What I didn't like was the very restrictive fog of war. I wish I could see more of the map when I explore. As it is now, it felt almost clastrophobic with all the narrow mountain paths and the short line of sight.

And as someone else said, the run animations are out of sync with the movement speed. Especially for the wolves, they look very weird when they run. But that's a minor annoyance. In whole, I liked the character models.

The interface seems well thought out, and I like how they've thought of all these small things to make your life easier. It looks like it'll be a pleasure to play, but it's hard to tell at this point.

Lastly, the disco bot was fantastic.
 
Oh man, that goat.

Brother None. I hope that this will be an easter egg:

[youtube]http://www.youtube.com/watch?v=w0CdXaOS5_o[/youtube]

Make it happen.
 
I like the general graphical look of the game, most of the interface and the trading screen. The huge action point indicator was horrible, though. The writing and reactivity seems great, even if not a lot of that was shown in this video. There were, however, some important things that gave me pause when watching it.

For starters, I'm not at all a fan of those huge, ugly black speech bubbles. For one or two sentence conversations speech bubbles or floating text works fine, but for those big chunks of text, I much prefer a proper conversation interface. And did the goats' bleating really need speech bubbles?

The scripting of the first encounter makes me very hesitant about how encounters in general might turn out in the game. A lone guy with a pistol runs up to easy spitting distance of four heavily armed enemies and starts shooting at them? That kind of thing really kills all immersion for me, and just says "you entered trigger area A, so now pixel robot B will execute action C, which obviously will get him killed in three seconds".

The design of the combat area simply screamed "THIS IS A COMBAT AREA" with the convenient waist-high cover and right-angle structures that we hadn't seen anything of up until then. Regular rocks and stuff in the terrain obviously won't serve as cover.

My biggest concern, though, is how limited and non-tactical the combat seemed. Since the game automatically crouched people who went behind cover, it appears to me that there isn't a real stance system (stand, crouch, prone) in the game. I didn't see any icons for it in the interface, anyway. If that is the case, it's just lazy. Also, there didn't seem to be any overwatch system, the rangers got rushed by the wolf and didn't react. I'm not expecting Jagged Alliance 2 level of tactical combat (even if I hoped for it, originally), but this system looks completely watered down.

Then there were a few little things that left me wondering. Why did the cart guy have a red circle around his base, when enemies also had those? And why did that enormous Encounter Begins thing fill the screen at the entrance to the RSM base, when no encounter actually began at all? It makes no sense.

In general, my expectations of how the finished product will turn out were actually lowered by watching this video.
 
deadlus said:
Forgive me for being negative, guys, but compared to the Agricultural Center video, this to me looks shoddy as hell. Visually, I mean. All I see is a spectacular back-flip into mediocrity from what was a promising beginning.

My complaints:

- That big-ass rotating globe. I presume it signifies entering the world-map, doesn't it? That'd set a new standard for moron indicators. Or is that thing really there, because that's what it looks like?

- Speech bubbles. Maybe I could stand them if it weren't for the obfuscating black background. Do they really add anything? What's wrong with simple floating text? I also don't like how the bubbles' pointy end stretches across the entire screen to pinpoint its source. If the bubbles are to stay, I'd prefer their ends to remain short and stubby, quietly hinting where the voice is coming from.

- Vendomatic 5000. Who duct taped that ugly piece of shit to an otherwise fine trade screen? Does. Not. Blend.

- White hula hoops at rangers' feet. I was hoping they'd change it to something less distracting.

- Encounter begins thing. Why not just display the grid? Wouldn't that alone be obvious enough?

- Dialogue screen. That reminded me hard of the Wizardry 7 port for Win95, those blocky buttons. Reconsider the previous dialogue screen, please.

- That skill list window they show at the minefield. It's so inconsistent with the HUD, it looks like an unwanted pop-up. Maybe it'd help if it used the same palette as the smaller skill icons.

- The final combat zone. Those raiders sure know their right angles. Were they walking around with protractors and spirit levels when setting up their junkyard hideout? I presume having the combat set to a rectangular grid is somewhat limiting, but this looks downright fake.

- Ranger's path shown on the battle grid with rectangles. A very heavy handed way to tell me where they are heading. Seems completely unnecessary, too, since I have the general idea where I'm clicking.

- The overall look. I can't find anything that holds it together. Frankly, its a faceless mess and it's falling apart. Sorry to be saying that.

It is super hard to find an Art Director who is actually worth his weight in gold and can do Game Looks that are really awesome. Fallout 1 / 2's Art Director obviously doesn't work at inXile.

I agree with most of your points. inXile needs a User Interface Designer and a new Real Animator as well.
 
Surf Solar said:
wonderfully clusterfucky trade/window.
At least it looks better than another clusterfucky trade/window of Fo1,2.

Looks good but as Surf solar points out,
the enemy know magically where the rangers are.
it's strange since the first video showed that the enemy has their sight. IMO there are some tools or mechines helps redscorpoins know where the ranger is. it isn't strange since it's their base.

Quest design looks great, I can solve given situations differently with other skills and it will change the output. it's awesome.
I don't care much for other feature because quest is the most important feature for Wasteland style(or Fallout style) RPG.

Skill usage looks awesome too.
I wonder why they made brutal force rather than just using strength but who cares. the skill can be used to various situations.
I can even use skill at combat to change the situation! cool!

combat is little dissapointed since the model was Jagged Alience 2.
but that's not big problem and it doesn't need to be deep as JA2 since both game uses different rule, genre and system. even for battlefield, WL2 is much smaller than JA2.
 
I'm really positive about the game, but I agree with some of the things deadlus pointed out.

- the rotating globe which indicates the place to exit the location doesn't really fit in. I guess that some kind of a sign saying "Exit" or "Leave the town here" just like in the regular life would be quite enough. I think that target audience of W2 will be 100% able to find the way out of the location without such obvious indicator as a rotating globe

- the logo in the top of the barter menu doesn't fit in as well. Does this screen needs any logo at all?

- the idea to put actual pictures of the things and not just generic icons in the inventory and barter menu would be really nice. I've always loved F1 and F2 for this, and I've been always discouraged by the lack of them in F3 and New Vegas. The actual look of the item even a small one adds much of the atmosphere in the gameplay. The lack of these pictures in F3 even made me abandon my stealing habits developed while playing the original games. IT'S NO FUN to browse somebodies pockets when you just see some general icons. YOU DON'T WANT to take anything at all because of 0% attraction of minimalistic icons :)

- the discobot laser show is kinda annoying. I'm pretty sure that music played by this thing upon the disclosing of rangers is the only indicator it needs

- I guess that this will be improved in the future, but please make it impossible to crack containers from the distance. Or add Jedi skill.

I really liked most aspects of the demo, like the visuals, animations, the humor etc. Keep up the good work, inXile! And don't forget to put a location named after Fallout Archives or I will nuke you lol
 
aenemic said:
What I didn't like was the very restrictive fog of war. I wish I could see more of the map when I explore. As it is now, it felt almost clastrophobic with all the narrow mountain paths and the short line of sight.

True indeed. Are the Rangers blind? If anything, they should be able to see the whole location, with NPCs/items/etc appearing as the player moves on.
 
woo1108 said:
Looks good but as Surf solar points out,
the enemy know magically where the rangers are.
I didn't get that from the vid. It looked to me like the rangers were taking the shortest available route to get to the sniper, then blundering into the other rangers because they'd been positioned right next to the entrances, or bottlenecks, however you want to call them.
 
woo1108 said:
combat is little dissapointed since the model was Jagged Alience 2.

The combat model for Wasteland 2 is Mercenaries, Spies, and Private Eyes. Just like Wasteland 1 was.
 
UI is great, bubbles a bit un-necessary and should be an option you can turn off. I guess it's for dumbos who can't tell where something is coming from. Earthglobe is huge and a bit weird... Gridline would be better, use that as a logo on the world map it'll fit better.
 
Time to criticize.

The husband coming back that soon feels really forced, like, if you were to opt to go out and get the medicine yourself or find him it might take a couple of minutes but if you shoot her he conveniently comes back right as you've shot her. I didn't like this, what I would have liked would have been a timed quest/scenario and although it is more complicated to design it would have fit a lot more. What I had in mind is that when you enter the area a timer sets off (which is invisible to the player of course) for when he is going to return home, if the timer reach the end before you encounter her he will already have returned with the medicine and you can't solve anything. If you shoot her right as the timer runs out then he will come back and initiate an attack, but if you kill her before the timer runs out you can later on (when the timer does run out) hear a radio broadcast from him sobbing over his dead wife and saying he's going to kill whoever did this to her. If you return to him at this point you can confess that you did it or you could opt to help him out with revenge and say that it was the Red Scorpion Milita or someone. Now if you come to her and choose to help her out by finding her husband or the medicine yourself you have until the timer runs out to do so, if you fail within that time and return she and he will be grateful that you at least 'tried' to help them out.

But him just coming back right away? It's too forced.

Another thing I don't like is the square grid, I think it looks ugly and makes the areas with cover to hide behind feel too conveniently designed, just look at that compound they attacked near the end, everything is so neatly arranged to fit within the square based grid that it looks unnatural. I also like the hexagon grid a lot more out of purely aesthetic reasons.

The camera and the cliffs was annoying as well. The camera should never interact with anything that is in the way, like the cliffs, as it's annoying to have my vision disturbed by constant zooming and out. What they should do with the camera is that it should go 'through' the cliff but the cliff becomes transparent. I loathe it when the camera in isometric view gets blocked or fumbles around because something is in the way and it is especially annoying when there are tall things around, like cliffs, as that means I have to fumble around with the camera unless I want it to alter itself every time it hits an object.

And finally, the path map. Something I hate in RPG's is when they use path maps as they feel so forced in their design. Maybe I've been spoiled by sandbox games but it just doesn't look good to have convenient paths leading to places and worst of all is the cliché by the goats where there is a path going into a dead end with some convenient loot placed there along with a convenient mine and a convenient goat. It looks unnatural and quite frankly it's ugly.

I'm still really looking forward to WL2, none of this is deal breaking stuff for me.
 
I have to agree with Mr Fish regarding that quest and how it could have been done in a more realistic? genuine? way.

And path maps, it's too forced right now :(

If places/paths are temporary locked off I can understand but this is the developers to obviously rail roading people.
 
Makenshi said:
I wish they used icon/pictures of the items, like in FO1 and FO2, instead of just the name.

In FO3 and NV the simple list of names is ok because the items can be seen when equipped. But in an isometric game, the picture of the item in the inventory adds a lot, imo.
gotta agree with this
 
Critics of Wasteland 2 - me included - should also consider that inXile is honest to God in trying to create the best Fallout-type game, but they simply do NOT have the real 3D-graphics artist / programmer talent to do that. The only real talent they have is writers and producer Mr. Fargo.

So they want to create the best and this may be close to best they will ever be able to achieve. It may be like an athlete on the Olympics giving everything he / she has being in the best form in his/her life and still that athlete finishes on the sixth place.
 
If they can't do artistic icons for the weapons like in FO1/2/Tactics, they could at least take a screenshot of the actual in-game items and use as the icons. Or are all the weapons in-game generic pistols/rifles/etc, like in FO1/2/tactics, where one frame fitted an entire weapon group?

In any case, if they didn't do all those portraits, I suppose they took them from the internet or something (like most of s do with our forum avatars). In that case, they cold simply take pictures of guns on the internet as well.

Fallout Tactics probably did that for the AK-47, etc.
 
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