Wasteland 3 - Alpha & New Trailer

The_Proletarian

Sonny, I Watched the Vault Bein' Built!
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Last week we learnt that the Wasteland 3 Alpha begins 1am PDT on August 21 i.e. tomorrow. To honor the occasion InXile released the trailer above, which actually looks pretty neat.

Destructoid was present at the Xbox presentation of WL3 and summaries it as follows:
Destructoid said:
inXile has stated that Wasteland 3 will build upon the great, intense gameplay showcased in Wasteland 2, transitioning the action to the frozen lands of Colorado. Players will be able to build up an impressive base of operations, work with other players in co-op gameplay and unravel a "deep and engaging" storyline, completely with a fully redesigned dialogue tree.

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The Patriarch (pictured)
 
I don't like that UI. Looks way too XCOM, and not at all Wasteland. One of the great things about WL2 was it's UI, with all the little details that just placed you in the post-apoc 80s. It was clunky, original and memorable.
This one is stylish for sure, but not at all unique.
 
Stylish? I think it's flat out ugly. I never liked the idea of trying to minimalize the UI as much as possible. Also, does this mean that we will not have a 1-9 key selection for items and skills anymore?
 
Stylish? I think it's flat out ugly. I never liked the idea of trying to minimalize the UI as much as possible. Also, does this mean that we will not have a 1-9 key selection for items and skills anymore?


Stylish is a modern synonym for bland.
 
I opened the alpha for a quick look and it contains attributes (C.L.A.S.S.I.C), skills and perks.
 
That's good. What skills are still in? Did they expand the list, trim it or alter it? And does the attributes have a description that differs from WL2?
 
The Skills and Perks tabs are locked so I can't browse. Only the inventory and attributes are unlocked in alpha.

I found this showcase on youtube in which you get a quick glance of it somewhere in the middle (17:52 for example):
 
In my humble oppinion, the alpha plays just like WL2, only with updated graphics.

We didn't get to do any character creation or leveling up. They are testing very specific things at this point.
 
*sigh*

Why does nearly every RPG nowadays feel the need to split everything into as many tabs as possible?
Is it this because of the eventual console release? Because it would be easier for its controls to switch between tabs and handle one set of things one at a time?
Because I have never liked this. I want a full overview of my character and this looks horrible. I'm going to need to keep track of 4-7 characters and tab between their stats, skills and perks to make sure I build them in the way I want to build them.

Why is it so difficult for cRPG developers to just learn how to take notes from Fallout? This is inferior. It was inferior in Wasteland 2 and this isn't an improvement. And isn't a sequel supposed to improve upon its predecessor if it had issues?

God damnit. So I guess I can look forward to another game where I have to switch between tabs to even remember what I put on what character. I remember the last one, Divinity OS 2, and I constantly forgot what uh.. "perks"? That I had gotten because there was so little reason for me to switch over to that tab as I barely got a point to invest in there so I had completely forgotten a bunch of things. Like characters getting bonuses from standing in liquids to healing more from food.

I genuinely fucking hate this tab bullshit. Keep that trash on consoles where navigating a single screen might be really cumbersome.

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On second thought, wow look at how archaic this is. What, seeing your primary stats, derivative stats, health effects, skills, name, age, gender, appearance, exp bar, perks and a text box on ONE SCREEN?

That's just awful. Why would you ever want to be able to get an overview of a character's sheet? Especially now that we have to manage 4-7 characters. Tabs is clearly superior.

Like, I'm getting tired of this. On PC, this is superior. This is clearly a superior way to handle the character screen. Considering screens are wider now you can even squeeze in more stuff like character selection on the side. Why can't these developers get it right? A game from 20 years ago, a game that in this case was the spiritual successor to the franchise and who's franchise now is considered a spiritual successor to it, is designed to be more functional. What is it? Does Bethesda own the rights to a single character screen or something? Why in god's fuck would any cRPG developer look at this and go "nah, splitting everything up into tabs would make things far better for the players". Is it because newer games somehow can't handle everything on one screen? Is that that Fallout is some kind of mutant game that against all realistic odds was the perfect storm of coding to get it to one screen and ever since then it's something that can barely be replicated?

Because how difficult could this possibly be to get? How hard it is it when designing a character screen to look at other games in similar veins and trying to see what works the best? And why would the developer look at this and shun away from it? The only tabs for the old Fallout games were for things that you would rarely check out. Such as reputation and kills. Mostly I'd just keep it on Perks and leave it at that.

:flameon:
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Can't wait to see what else is consolified.

Like I really... Really.... REALLY hate having to tab between things.
It's like if I had to stab my tongue with my fork every time I wanted to take another bite out of my food.
Food might be good. Would be far better without getting my tongue stabbed tho'.
In fact, getting my tongue stabbed between bites isn't particularly fun at all.
I guess the question here with WL3 is how intense the stab will be.
But it will be a stab, I know that.
I just won't know if it'll be discomfort if it it'll draw blood.

And if having tabs is superior (because it is not just an alternative to me, it is either superior or inferior) then please try to convince me of that so I don't have to feel disgusted with it every time I play an RPG with it.
 
In my humble oppinion, the alpha plays just like WL2, only with updated graphics.
Normally I would say that's a good thing... but WL2 did not play like WL1 —it played like FO:Tactics. :scratch:

@Mr Fish
I don't understand the issue with tabs. Wasn't Baldur's Gate (and the other Infinity engine games) essentially a tabbed interface? (Where each click on the left —tab— menu switched pages.)

I don't have that issue against tabs.
shrug.gif
 
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Doesn't mean that I liked it there either. And I didn't mention Baldurs Gate as being an example of good design. Hell those games were developed around the same time so it doesn't bother me as much as they might not have leaned over to check on what their classmates answer to the test was. This is 20 years after the fact, and it is a game that is closely tied to Fallout, so I expect more from it.

But whether tabs isn't a problem for you is not something I care about. That's subjective and I can't say you're wrong for being ok with it. What I do care about is whether you think a singular character sheet is better or worse than mutiple tabs that you have to click through. I just don't see where the benefit lies. Fact of the matter is that if you want a good overview of what a character can do then it's far easier if you can see all the details on one screen. Especially in a game with up to 7 PC's.
 
What I do care about is whether you think a singular character sheet is better or worse than mutiple tabs that you have to click through.
It depends upon how complex the game is.

Realms of Arkania, for instance, has a dedicated (outside of the game) application to generate the character data, while Diablo is merely to pick from three very simple archetypes, and start playing.

If you have a lot of information, it helps to give the player an interface with related information sorted by relevance...instead of a general mish-mash of everything.

Blade of Exile (for instance) has more than a dozen character skills. The spells in the game number almost 40 —for clerics; and a different set of spells for magicians. Those don't need to show on the character screen unless the player is interested in them.

Tabs are a bad choice when they hold too few options. If the lists, or choices are that sparse, then it probably doesn't need to use tabs.
 
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Maybe we will get some UI mods later on. But I agree with your point. It would be better to have everything on one screens instead of the constant hassle with switching between tabs as in the Bethesda Fallouts.
 
All in all the combat (which is mostly what this alpha build revolves around) is challenging but not impossible. It punishes you hard for being reckless but it's not overly difficult if you use your head. Also, fun. It features vehicles, traps, locks, and more than one way to solve the mission.
 
On second thought, wow look at how archaic this is. What, seeing your primary stats, derivative stats, health effects, skills, name, age, gender, appearance, exp bar, perks and a text box on ONE SCREEN?
don't forget fallout tactics where they squeezed in even more info! :D

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