With Wasteland 2, the impressive lineage of the series has been preserved but modernized for the fans of today. Immerse yourself in tactical turn-based combat, RPG-style character advancement and customization, and deep choices that affect the narrative and memorable cast of characters.
Análises de usuários: Muito positivas (5,133 análises)
Data de lançamento: 18/set/2014

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"An excellent RPG despite its glitches, with combat and writing as good as its predecessors'."
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2 de julho

Wasteland Playing Cards, New Director's Cut Screenshots

Hey Exiles,

We wanted to get an update out to you all before the 4th of July holiday weekend, and have a few things we thought we'd share with you.

First, in case you missed it - in our last update, we announced that we're renaming our upcoming version of Wasteland 2 for PC and consoles as Wasteland 2 Director's Cut. It is still coming free to all owners on PC in late summer this year! Be sure to check out this little trailer we put together:

https://www.youtube.com/watch?v=hNbEYHzheP0

Limited Edition Wasteland Playing Cards – Now on Kickstarter!

The coolest thing we want to share today is a collaboration we started with Jackson Robinson, a Kickstarter veteran who has successfully funded and delivered on numerous projects on this service. His specialty is creating unique, themed, high-quality playing cards. Several of us backed his earlier projects, so when he pitched us the idea of doing a Wasteland-themed deck of cards, inspired by the story and characters of our game, we felt that it was a natural fit.

We were ecstatic to see this Kickstarter hit its funding goal in just a couple of hours after launch, but there's four weeks left for you to jump on board and get this unique collectable! Remember that these cards are limited-edition, and won't be available after the Kickstarter campaign, so get them now while they're hot!

Wasteland 2 Director's Cut Media Update

The Director's Cut edition of Wasteland 2 is progressing well. We are running on all cylinders testing, polishing, and taking it through the required rigmarole for release. This includes the fun stuff – making sure the game is balanced and plays great – to the less exciting but still necessary, such as getting updated age ratings, re-doing the manual, creating new box art, and the big one, console certification.

We'll have more in-depth coverage as we get closer to release, but we wanted to share some brand-new screenshots and a few new clips from the trenches.

We can't direct embed the images, so click the links below to see them. Enjoy!

https://cdn.inxile-entertainment.com/wasteland/press/ks/065/WL2_DC_Screenshot_1.jpg
https://cdn.inxile-entertainment.com/wasteland/press/ks/065/WL2_DC_Screenshot_2.jpg
https://cdn.inxile-entertainment.com/wasteland/press/ks/065/WL2_DC_Screenshot_3.jpg
https://cdn.inxile-entertainment.com/wasteland/press/ks/065/WL2_DC_Screenshot_4.jpg

Last, our CEO Brian Fargo also brings these two Vines as a sneak peek at some of our upcoming features and changes...

https://vine.co/v/eJPZrB0uQ2v
https://vine.co/v/eJLIEm6nZab

That's all for now! If you're in the United States, have a great Independence Day weekend... and if not, we still hope you have a great Friday and weekend all the same! ːSmartAssː

Best,
inXile Entertainment

5 comentários Leia mais

23 de junho

Wasteland 2 Director's Cut Trailer, Name Change

Hello Exiles,

Today we are thrilled to share with you a brand-new trailer for Wasteland 2 Director's Cut. Click below to check it out!

https://www.youtube.com/watch?v=hNbEYHzheP0

You may have noticed that the name of the game has been changed, and some of you might also notice that we were previously using the name Game of the Year Edition.

Why the change? We feel that this new title more accurately reflects the contents of the update. Rather than just being a repackaging of the same old content, the Director's Cut name indicates the sheer scope of the changes involved. With many all-new features that you have requested, overhauled graphics, an upgrade to a new game engine, and tons of new recorded voice-over, not to mention controller support – Wasteland 2 Director's Cut is truly the definitive version of the game.

And of course, anyone who currently owns Wasteland 2 will get the Director’s Cut on PC, Mac and Linux for FREE!

For the full details, please check out our latest backer update on Kickstarter:

https://www.kickstarter.com/projects/inxile/wasteland-2/posts/1272218

Best,
inXile Entertainment

25 comentários Leia mais

Análises

“This really does feel like Fallout 4, if Fallout were to go back to its CRPG roots.”
TotalBiscuit/The Cynical Brit

“Along with Bard's Tale, Wasteland was one of the games that made me want to make games. I was privileged that Brian gave me the opportunity to work on Fallout, and I have missed those games. Getting to play Wasteland 2 is like getting to return to your past and finding out that it is still as fun as you remember.”
Feargus Urquhart/CEO Obsidian & Lead Designer Fallout 2

“InXile can be really proud. Not only did they pave the Kickstarter road for CRPGs, they over-delivered with the end result and crafted a rich experience which will keep me busy for a long time.”
Swen Vincke/Creative Director of Divinity: Original Sin

Classic Edition

  • A free copy of Wasteland 1 - The Original Classic.
  • Mark Morgan's Wasteland 2 original sound track in digital format.
  • An incredible digital concept art book showcasing many of the world's characters and environments.

The extras can be found in your Steam installation location for Wasteland 2. (e.g. C:\Program Files\Steam\SteamApps\common\Wasteland 2)

Edição digital de luxo

  • A free copy of Wasteland 1 - The Original Classic.
  • A free copy of The Bard's Tale.
  • Three digital novellas set in The Wasteland world.
  • Mark Morgan's Wasteland 2 original sound track in digital format.
  • An incredible digital concept art book showcasing many of the world's characters and environments.

The extras can be found in your Steam installation location for Wasteland 2. (e.g. C:\Program Files\Steam\SteamApps\common\Wasteland 2)

Sobre este jogo

Welcome back to the Citadel, Rangers! After 2.5 years in development and with the help of over 70,000 Kickstarter backers, the Wasteland's hellish landscape is now waiting for you to make your mark… or die trying.

Awarded Game of the Year by PCWorld, Wasteland 2 is the direct sequel to 1988’s Wasteland, the first-ever post-apocalyptic computer RPG and the inspiration behind the Fallout series. Until Wasteland, no other CRPG had ever allowed players to control and command individual party members for tactical purposes or given them the chance to make moral choices that would directly affect the world around them. Wasteland was a pioneer in multi-path problem solving, dripping in choice and consequence and eschewing the typical one-key-per-lock puzzle solving methods of its peers, in favor of putting the power into players’ hands to advance based on their own particular play style.

The Wasteland series impressive and innovative lineage has been preserved at its very core, but modernized for the fans of today with Wasteland 2. Immerse yourself in turn-based tactical combat that will test the very limits of your strategy skills as you fight to survive a desolate world where brute strength alone isn’t enough to save you. Deck out your Ranger squad with the most devastating weaponry this side of the fallout zone and get ready for maximum destruction with the RPG-style character advancement and customization that made the first Wasteland so brutal. Save an ally from certain death or let them perish – the choice is yours, but so are the consequences.

Key Features


  • One Size Does Not Fit All: Don't feel like finding the key for a door? Why not try a Rocket Launcher! Basically the same thing... right?
  • Enhanced Classic RPG Game Play: Classic RPG game play ideas updated with modern design philosophies.
  • Decision Making... with Consequences: With both short and long term reactivity to the players choices, every decision matters in the outcome of the story.
  • Huge & Customizable: Dozens of hours of game. Hundreds of characters. Thousands of variations on your Rangers' appearance. Over 150 weapons. Dozens of skills. Even the UI can be customized.
  • Steam Features: Wasteland 2 supports Cloud Saving so you can sync your saves across multiple computers!
  • Enhanced Audio: Immerse yourself in the post-apocalyptic soundscape with Razer Surround.

Requisitos de sistema

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP/Vista/7/8/8.1 (32 or 64 bit)
    • Processor: Intel Core 2 Duo or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 260 or Radeon HD 4850 (512 MB VRAM)
    • DirectX: Version 9.0c
    • Hard Drive: 30 GB available space
    • Sound Card: DirectX compatible sound card
    Recommended:
    • OS: Windows 7/8/8.1 (64 bit)
    • Processor: Intel i5 series or AMD equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 or Radeon HD 5770 (1 GB VRAM)
    • DirectX: Version 9.0c
    • Hard Drive: 30 GB available space
    • Sound Card: DirectX compatible sound card
    Minimum:
    • OS: Mac OSX 10.5 or higher
    • Processor: Intel Core i5 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 300 Series or Radeon equivalent (512 MB VRAM)
    • Hard Drive: 30 GB available space
    Recommended:
    • OS: Mac OSX 10.5 or higher
    • Processor: Intel Core i7 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 400 Series or Radeon equivalent (512 MB VRAM)
    • Hard Drive: 30 GB available space
    Minimum:
    • OS: Ubuntu 12.04 or later
    • Processor: 2.4ghz Intel Core 2 Duo or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 260 or Radeon HD 4850 (512 MB VRAM)
    • Hard Drive: 30 GB available space
    Recommended:
    • OS: Ubuntu 12.04 or later
    • Processor: Intel i5 series or equivalent
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 or Radeon HD 5770 (1 GB VRAM)
    • Hard Drive: 30 GB available space
Análises úteis de usuários
30 de 31 pessoas (97%) acharam esta análise útil
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Publicada: 24 de abril
Wasteland 2 é um excelente RPG pós-apocalíltico, desenvolvido pela inXile Entertainment e pela Obsidian Entertainment. É a sequência oficial de Wasteland, lançado em 1988. O jogo foi financiado através do kickstarter.

Ao ser lançado, em novembro de 2014, foi considerado Jogo do Ano pela revista PCWorld e chegou a primeiro lugar em vendas no Steam.
Eu tive a oportunidade de adquirir o jogo ainda em Early Access, pelo Steam. Apostei em dar suporte aos desenvolvedores, devido à fantástica qualidade e, já naquela época, às boas reviews de usuários e revistas especializadas no gênero.

A complexidade do jogo o torna perfeito para players que gostem de desafios. Tanto na criação como no desenvolvimento dos personagens de sua equipe, como nas “quests” e nas escolhas que você faz. São diversos atributos e características que você pode escolher, permitindo a customização adequada para cada estilo e cada combinação de membros da equipe.

Você pode criar ou escolher quatro personagens principais pré-definidos e, ao longo do jogo, chegar a 7 membros totais (até 3 NPCs podem ser adicionados ao sei time). Estes NPCs agirão de forma diferente, tendo suas próprias personalidades, motivações e opiniões.

Com relação à estória do jogo é excepcionalmente envolvente, cheia de mistério, exploração e difíceis decisões, que no final das contas levam a diferentes desfechos do jogo. O jogo se passa em uma linha de tempo alternativa a nossa, a partir do primeiro game da série. Neste, no ano de 2087, após a devastação de uma Guerra Nuclear Global ocorrida em 1998, remanescentes de uma força tarefa do exército dos Estados Unidos que se auto intitulam “Desert Rangers” tem sua base na região Sudoeste dos EUA. Um pequeno time destes é destacado para investigar uma série de problemas nas áreas vizinhas, que acabam revelando uma conspiração para exterminar o que resta da humanidade.

Em Wasteland 2, a ação se passa 15 anos após as aventuras do primeiro título da série e coloca novamente os “Desert Rangers” no seu controle, com a ação se desenvolvendo no Arizona e Los Angeles. O gameplay é em turnos e apresenta uma curva de aprendizado mediana para quem não está acostumado. Junte isto com o desenvolvimento e evolução de seus personagens, e você terá um jogaço, que exigirá preparo, leitura e estratégia para finalizar.

Eu recomendo este game para jogadores reais de RPG, que goste de imersão no jogo, de ler muito e absorver cada detalhe da trama e que goste de combates em turnos.
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Criando os seus heróis

Para começar a aventura, o jogador deve criar de um a quatro "desert rangers" (a melhor tradução aqui seria "patrulheiros do deserto"). Os rangers são a força policial que tenta manter a ordem e a segurança em um mundo devastado pela guerra nuclear. Esses patrulheiros formarão o núcleo da sua equipe. Não é necessário criar todos os quatro, mas o jogo certamente ficará mais balanceado deste modo. Existem também alguns personagens pré-configurados que podem ser selecionados, caso o usuário seja preguiçoso.

A tela de criação destes personagens pode ser bem intimidante para os jogadores mais novos, devido à abundância de habilidades e atributos que precisam ser definidos. O importante aqui não é a cor do cabelo ou o formato do nariz, mas se o personagem é hábil com explosivos ou sabe atar um curativo. É essencial que as muitas características que definem os patrulheiros sejam cuidadosamente avaliadas, para criar uma equipe equilibrada e flexível. Sem isso, a aventura será bem difícil, ou mesmo impossível.

Na maioria dos CRPGs old school, nem todo atributo ou habilidade é igualmente útil. De fato, muitos deles são até bem descartáveis. Mais precisamente, possuem uma relação custo x benefício que não compensa o investimento dos escassos pontos disponíveis. É um destes fatos da vida. Wasteland 2, sinto dizer, não é exceção. Infelizmente, este tipo de coisa é comum porque 1) os desenvolvedores são humanos (sim, eles são!) e, como tal, cometem falhas. E 2) nem sempre aqueles que definem o sistema de atributos/habilidades são os mesmos que determinam a frequência com que eles serão necessários ao longo da história.


Vejamos, por exemplo, os atributos Luck ("Sorte") e Charisma ("Carisma"). Eles possuem sim uma função no jogo e podem auxiliar o jogador em vários momentos. Mas estão longe de serem indispensáveis. Dá para atravessar a aventura muito bem sem eles, com prejuízos mínimos. Speed ("Velocidade") e Inteligence ("Inteligência") por outro lado, são importantíssimos, diria até mesmo essenciais. O primeiro têm forte influência sobre o combate, enquanto o segundo tem um impacto dramático na evolução dos personagens. Por isso, é uma estratégia comum os jogadores reduzirem Luck e Charisma ao mínimo, para daí usarem os preciosos pontos liberados para maximizar Speed e Inteligence (dentro do possível, é claro). Esse tipo de tática evidencia uma falta de robustez no sistema de jogo, já que direciona o jogador para um número reduzido de configurações consagradas, quando deveria estimular a diversidade e a especialização.

De todos os atributos, Inteligence é o mais problemático. Todo atributo varia de 1 a 10. Quanto maior o valor, melhor. Ocorre que a Inteligence define o montante de pontos de habilidade que um personagem recebe quando sobe de nível. Se ele receber poucos pontos de habilidade, não conseguirá evoluí-las na velocidade necessária. Deste modo, acabará ficando defasado em relação aos desafios crescentes que serão enfrentados. Dependendo do caso, o personagem pode se tornar quase inútil. Portanto, é essencial que a inteligência seja tal que o personagem receba um valor razoável de pontos de habilidade por nível. Menos do que três pontos, eu diria, é inaceitável.


Ocorre que a relação "Inteligência x Pontos de Habilidade por Nível" não é linear. Ela dá saltos. Quatro pontos de Inteligência fornecem três pontos de habilidade por nível. Oito pontos de inteligência fornecem quatro pontos de habilidades por nível. Dez fornecem cinco. Deste modo, os valores 1, 2 e 3 (muitos baixos) e 5, 6, 7 e 9 (redundantes) são praticamente inúteis. Para quê gastar escassos pontos de atributo elevando a inteligência para o nível 7 se isso me fornecerá os mesmos pontos de habilidade que o nível 4? Como o custo de 10 pontos de inteligência é muito elevado, dificilmente o jogador optará por isso, já que impactará fortemente os seus outros atributos. Sendo assim, os valores "normais" para Inteligence são 4 ou, em 90% dos casos, 8. Este é o típico caso em que um sistema deveria estimular a variedade, mas acaba falhando miseravelmente neste objetivo.

Outro caso deste tipo são as habilidades com armas. O jogo estimula que o jogador escolha, para os diversos membros da equipe, diferentes tipos de proficiência em armas. Por exemplo, um seria hábil com escopetas, outro com pistolas, um terceiro com snipers, etc. Procedendo deste modo, dois aventureiros não disputarão o mesmo tipo de munição. Algo importante, já que esta costuma ser cara e escassa. Mas, na prática, descobre-se que certas armas são tão mais vantajosas que outras que compensa manter vários membros da equipe focados neles. Mesmo tendo que dividir a munição. É o caso, por exemplo, do rifle de assalto. Sua munição é razoavelmente comum, o que diminui a competição por ela, e seu poder de dano, de alcance e de velocidade são superiores, diminuindo a atração pelas alternativas mais comuns.


Há ainda o caso de proficiências que são pouco solicitadas ou necessárias durante o jogo. Por isso, na prática, não oferecem um retorno à altura do investimento realizado. As habilidades Alarm Disarming ("Desarmar Alarmes") e Toaster Repair ("Reparo de Torradeiras") são bons exemplos disso. Algo que o jogador, infelizmente, acabará descobrindo tarde demais. Se o jogo tivesse um forte componente de stealth, Alarm Disarming poderia vir a ser útil. Como não tem, não há muito sentido desabilitar alarmes. Toaster Repair é outro. As torradeiras funcionam como repositórios para tesouros (não pergunte). Consertando-as, é possível acessar seu conteúdo. Parece bom, não? Mas as recompensas que se obtém por este meio raramente compensam o esforço. Melhor então gastar os limitados pontos de habilidade em coisas bem mais úteis, como, por exemplo, Demolitions ("Demolições"). Há uma frequência elevada de bombas e minas que precisarão ser desarmadas ao longo das missões. Ou Perception ("Percepção"), que apontará armadilhas e prêmios escondidos, que também aparecem em abundância. Ou Field Medic ("Médico de Campo"), essencial para recuperar os hit points dos companheiros feridos. E por aí vai.

Esse é o outro lado de jogos com sistemas de regras complexos. Por mais bem bolados que sejam, sempre aparecem lacunas, desbalanceamentos e relações custo x benefício desfavoráveis. A teoria é uma coisa, a prática é outra bem diferente.


No caso de Wasteland 2, as armas disponíveis no jogo precisariam ser melhor balanceadas. A simples questão da munição não é apelo suficiente para diversificar, a menos que ela fosse ainda mais escassa. Ajudaria também definir níveis de atributos como pré-requisitos para determinados níveis de habilidades. Por exemplo, para obter nível cinco em Smart ♥♥♥ ("Espertinho", uma habilidade relacionada com diálogos) o personagem precisaria ter pelo menos o nível 4 em Carisma. Para obter nível 7 em Lockpicking ("Arrombar Fechaduras"), seria preciso ter no mínimo um nível 5 em Coordination ("Coordenação Motora"). E assim em diante. Isso obrigaria o jogador a avaliar melhor a distribuição dos seus pontos de atributo. Claro, tais restrições precisariam ser documentadas para que o ele pudesse planejar antecipadamente a evolução dos seus personagens. Outra idéia seria tornar o total de pontos de habilidade por nível dependente de um número maior de fatores, e não apenas da inteligência, o que dá a este atributo uma importância exagerada sobre os demais. Por fim, habilidades/atributos inúteis e/ou pouco usados/relevantes deveriam ser podados sem dó nem piedade.

Para continuar lendo (o Steam não deixa eu colar tudo) siga para http://www.planetoidex.com.br/2015/02/wasteland-2-primeiras-impressoes-parte-1.html
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257 de 382 pessoas (67%) acharam esta análise útil
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Publicada: 5 de março
TL:DR buy Fallout 1&2 and play those instead; they are similar, superior games and cost a fraction of the price.

I backed this on kickstarter and was very enthusiastic about playing the finished product. I loved all the old Interplay games back in the day, and I thought that a modern remake of Wasteland that stayed faithful to old-school RPGs couldn't possibly go wrong.

It's a real shame that Wasteland 2 turned out to be such a slog. The 'tactical' combat is basic and repetitive, with no tactics beyond making sure you have your best weapons equipped, and focusing fire on each enemy until they are dead. This game is supposedly the spiritual successor to the early Fallouts but the combat is actually a step backwards from them. No aimed shot limb cripples, torso-shredding burst fire crits, stuns, knockdowns, or anything beyond hitting and subtracting hitpoints - headshots are available but they just take a bigger chunk of HP. There is a half-hearted cover mechanic but if you don't use it, it doesn't matter. Even when levelling up later in the game and getting better armour and weapons the combat is still the same grind.

Levels are certainly sprawling, but are mostly full of monotonous fights and heavily trapped/locked boxes (that usually turn out to be full of jokey 'flavour' junk items). Fight, help locals, move plot forward a bit, travel to next area. Not necessarily a bad formula but it is the same over and over, coupled with the incredibly dull combat. Text pops up for dialogue and to describe things happening but it appears in a tiny box at the corner of the screen which can't display much of it at once - which seems bizarre when there is so much reading to be done, and very little voice acting.

The setting is interesting and the plot is well written with some genuine laughs and memorable characters to encounter. But when they come wrapped up in such an unpolished, uninspiring package with such ancient production values, it's very difficult to appreciate them.
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I backed it on Kickstarter, I'm a huge fan of the Baldur's gate series, Fallout 2 to New Vegas, Diablo, and many other RPGs, and think Wasteland 2 was absolutely terrible.

With 40+ hours of game-time I feel like I have a pretty substantial view on Wasteland 2, and in the end, I think the devs just don't understand what actually makes a game ***fun***:

* Walking across an entire area cleared of all enemies to get back to the world map is not fun.
* Holding back on my attributes because I might run into some challenge requiring more lockpicking is not fun.
* Being interrupted on the world map for nearly always boring-as-♥♥♥♥ random encounters is not fun. (Seriously though, couldn't you make some unique random encounters that are more than nameless badies, or stop spamming me with encounters when I have a 100% chance of running?)
* Save scumming is not fun. Holy ♥♥♥♥, 50% of my time is spent save scumming. Want to open a safe? Save scum. Want to take apart a weapon and need a certain piece? Save scum. Starting a hard battle and need to hit an enemy with a hard-to-hit headshot? Save scum.

"Oh but just don't save scum and accept the consequences" is the worst excuse I can think of. It is simply human nature to shoot for the best outcome; failing at a percentage based challenge we know we can avoid by save scumming just feels bad. It feels almost equally as ♥♥♥♥♥♥ to waste time trying to get the desired outcome, but still feels better than getting ♥♥♥♥-all for your effort by accepting your ♥♥♥♥ luck.

New Vegas did this right: If you had the attributes to attempt a challenge it was pass fail. There was no reason to save scum,; save scumming wasn't even an option! Diablo did this right: If you exit the game, you save the game; you aren't even able to save scum! How did the devs mess up this crucial component in 2014?

**Graphics and Camera**

The graphics themselves are only OK. I don't expect them to be ground-breaking on an indie game. With that said, Fallout 1/2 and Baldur's gate still stand the test of time because every background is a literal work of art. Wasteland 2 simply looks, well, OK.

The real issue is that the 3D camera mechanism SUCKS. The compass is constantly off in some unexpected orientation, things are often hidden from view, and the map system is painful at best. The landscape is so bland and monotonous that you can't tell where you are from simply looking around. Even after 40+ hours of game time I still get lost unless constantly looking at the map and re-orienting the compass. Even Baldur's gate, a game made in the late 90's, had user-placable map-markers, and BG 2 had pre-placed markers on top of that so you could tell where the ♥♥♥♥ you were.

On top of the confusing camera and map, there is almost NO quick travel. Why do I have to walk across the entire prison map or Ranger Citadel to get in and out!? How does that enhance my experience? How is that enjoyable? It certainly doesn't make the game any harder, it just wastes more of our time.

**Combat**

Combat is OK; there is some element of strategy, and action point management is mildly interesting. That said . . it could really use more variety. Games like Diablo and the BG series had so much variety with spells and skills. Fallout 3 and New Vegas had the VATS system, stealth, and live combat. Wasteland 2 is just a throwback to Fallout 1/2, which is fine on it's own, but 15+ years later they couldn't think of anything new?

On top of this, the lack of pause and coordination before a fight is maddening. In baldur's gate you could issue tasks to each member of your party to do unique and interesting actions . . you know . . LIKE A REAL AMBUSH!? In wasteland 2, all you can do is shoot the ♥♥♥♥ out of one person. Hell, even fallout 1 and 2 let you go into VATS mode!

When I win a fight in Wasteland 2, I don't feel very GOOD about it. There simply isn't enough strategy to actually make much of a difference in a fight. The real decider of outcome seems to rely on your weapons, and the enemies decisions. If anything, I feel like I should go grind for experience to have a better chance, and that just makes me sad about wasting more time to progress in the game.

**The Attribute System**

Fargo talked all about making characters with specialties but absolutely failed. Getting by with a character who has under 8 intelligence is a pain in the ♥♥♥ because you miss so many skill-based opportunities. None of the other attributes influence your skills, so they are all a depressing mix of combat-stats. Charisma only needs to be high enough to pick up companions, and you're left ♥♥♥♥♥♥ off if you put it too low to include one. It all just feels like a ♥♥♥♥♥♥ min-maxing formula: "At least 8 int, at least X charisma for these party members, and whatever mix gets the best AP for the rest of the stats while retaining a reasonable combat initiative. All this tailored to the weapon (higher CI for close-range weapons)".

Because the stats do not influence skills, they all do practically the same thing. Nobody is actually specialized because making a character with too low of AP or combat initiative makes them near useless. Anyone used to a little bit of customization in RPGs will just make everyone a bland average that optimizes as much AP as possible.

**The writing/acting**

Good god, I don't know if it is the writing or the actors, but this ♥♥♥♥ is cringe-worthy the whole way through. From the insanely clean live-actors (really? No dirt on a DESERT ranger?) to the how-in-the-♥♥♥♥-am-I-supposed-to-suspend-my-disbelief voice acting, it is just painful. Did anyone actually enjoy the live-action video? Couldn't that money have been spent better elsewhere? Does Vargas talk like any real person you've ever heard?

And finally . .

**Side Quests**

Rails nomad is the only place in all of Arizona that is full of quests you don't need to do to finish the game. All other standalone areas either have only a handful of trivial sidequests. The main areas themselves have many trivial side quests . . but none have any *substance*. The nuke silo is about the only substantial sidequest I can think of, and even that is pretty damn trivial in length. Compare to things like Fallouts 1 - New Vegas or BG, where there are side-quests spanning multiple areas, and MANY areas at least as intricate as Rails Nomad. All the side quests in Wasteland 2 just feel like shallow time-sinks.
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Wasteland 2 is an isometric party-based role-playing game set in a post-apocalyptic southeastern United States.

The Great:

- Deep and expansive story that starts quickly and expands out in numerous branching paths
- Real player choices that change both the progression of the story and how gameplay mechanics play out (can avoid combat using conversation)
- Incredible amount of quality content as the story expands to tremendous length and allows for deep exploration

The Good:

- The combat system is of good quality and gives much variety and satisfactory tactical options

The Bad:

- RPG progression skills and traits are locked once selected which can cause significant potential problems for new/inexperienced players
- Some of the areas are notably barren or seemingly unfinished (e.g. all the random encounters that are nearly exact repeats of each other)

Conclusion:

Wasteland 2 should be on everyone's short list for engrossing stories in RPGs.

9.0 / 10.0
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