Wasteland 2 preview at GameInformer

WorstUsernameEver

But best title ever!
I've been searching high and low for Gamescom Wasteland 2 previews, but it looks like so far the only ones who had time to write something up were the editors at GameInformer. They cranked out an extremely generic piece that's light on details, but I suppose it's better than nothing, and the target audience probably didn't include this site:<blockquote>The game’s story is pretty massive; the script alone features over 400,000 words and is still growing. However, the most impressive aspect of Wasteland 2 so far is how gamers are able to influence the story and shape the world around them.

For example, early on in our journey through the Wasteland demo at Gamescom, we ran into a character named Fred. Fred is a merchant, but he can’t sell us anything because his cart is stuck in a mud pit. After talking with Fred, we decide to help him out. One of our characters has a skill call brute force, which allows him to move heavy objects, so we use that character to move Fred’s cart. Now we can buy all kinds of great stuff from his shop.

Wasteland 2’s world is persistent and evolving. Since we helped Fred, we’ll likely run into him again a few hours down the road, and he’ll have better stuff to trade for. However, players can choose to kill any person in the game. If we killed Fred instead of helping him, for example, we’d never see him again. Alternatively, if we killed his goat, he’d be pissed at us for the rest of the game. Wasteland 2 has no karma bar or morality meter; no one is judging players for the actions they take, but the world reacts to what they do in logical ways.</blockquote>Thanks, GameBanshee.
 
About time. Thanks. :)

Still rather disappointing though, as you said, light on details and doesn't seem to be written for the target audience of the game.

Also, I'm still not sure how I feel about the press getting to see new stuff about the game before the Backers do. I mean, we're essentially the publishers right? Without our money the project would never have happened. We should get to see this stuff first, not them. *shrug*
 
I'm surprised RPS and Eurogamer don't have something up yet by now. I am annoyed and worried at the same time. >_<
 
The game’s story is pretty massive; the script alone features over 400,000 words and is still growing. However, the most impressive aspect of Wasteland 2 so far is how gamers are able to influence the story and shape the world around them.

For example, early on in our journey through the Wasteland demo at Gamescom, we ran into a character named Fred. Fred is a merchant, but he can’t sell us anything because his cart is stuck in a mud pit. After talking with Fred, we decide to help him out. One of our characters has a skill call brute force, which allows him to move heavy objects, so we use that character to move Fred’s cart. Now we can buy all kinds of great stuff from his shop.

Wasteland 2’s world is persistent and evolving. Since we helped Fred, we’ll likely run into him again a few hours down the road, and he’ll have better stuff to trade for. However, players can choose to kill any person in the game. If we killed Fred instead of helping him, for example, we’d never see him again. Alternatively, if we killed his goat, he’d be pissed at us for the rest of the game. Wasteland 2 has no karma bar or morality meter; no one is judging players for the actions they take, but the world reacts to what they do in logical ways.

Thats nice, but actually how most "decent" RPGs do it. Its like explaining that "in our shooter the guns feel very good and they shoot at stuff and kill it efficiently!"

Well ... in a shooter I would somewhat take good gun play as a given.

I am not criticism it really. Just saying, that I hope or well I am sure the game will have probably as well more complex decisions, particulary those where you have to actually make a difficult choice, like who do I rescue? The child over there? Or the leader of the village? I think not enough games place you in such situations, where you have to make a decision but you have no clue if its actually "right" or "wrong". I mean its easy to decide in a setting like above. Do I help the merchant for cheaper prices maybe? Or do I simply take all his stuff now and let him die? Thats rather simple. But I am not even talking about moral decisions. Just "hard" decisions which might have even effects later in the game, effects which you cant even even see at first. Imagine you would get in a situation where the villain decides to play with you. And he gives you only time to rescue ONE of two people.
 
Crni Vuk said:
I am not criticism it really. Just saying, that I hope or well I am sure the game will have probably as well more complex decisions, particulary those where you have to actually make a difficult choice, like who do I rescue? The child over there? Or the leader of the village? I think not enough games place you in such situations, where you have to make a decision but you have no clue if its actually "right" or "wrong". I mean its easy to decide in a setting like above. Do I help the merchant for cheaper prices maybe? Or do I simply take all his stuff now and let him die? Thats rather simple. But I am not even talking about moral decisions. Just "hard" decisions which might have even effects later in the game, effects which you cant even even see at first. Imagine you would get in a situation where the villain decides to play with you. And he gives you only time to rescue ONE of two people.

Maybe that vender is a serial killer and he uses his cart to find his next victims so he can murder them in horrifying ways and sell their stuff on his vender cart to find more victims.
 
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