We will.They really, really should give us an option to turn off the DoF.
the dof should probably still be toned down a bit, makes the game look a bit like on a macro lens.
maybe it's better in motion, idk
also is one of the teammembers wearing a sombrero on the last pic? if yes that's awesome
That particular character loves all-women parties, Findley continued, still referring to the merchant. But some characters might not give any information to an all-women party, because they might have a problem with women. The idea is to make each NPC unique in their world view. A guy might be more likely to give women information or more likely to give men information. This guy specifically, I think he says something inappropriate, and then raises his prices.
.......
Whatever your party makeup, however the world reacts to it, theres nothing thats like, This is the right one. This gives you an advantage. This other one is the wrong one. Theres enough diversity in the characters that you deal with that no matter how its made up, there will be some advantages and some disadvantages, Findley clarified.
awesome, I love when games react to my character gender and they all treat me like shit for being a girl and then I cut their heads off.New article on Acknowledging Gender, Discrimination: http://www.rockpapershotgun.com/2013/08/09/how-wasteland-2-will-acknowledge-gender-discrimination/
you worry too much broFunny how I was worried about this game a while ago and now everything I read about it sounds fantastic.
Bummed about the delay, but I was expecting it. Sounds like the game is larger than expected, always a good thing.
you worry too much bro
you gotta cast away the hate and let in the love
The console market is something that Fargo plans to think about after Wasteland II has shipped. Microsoft, Sony, Nintendo are all saying that indies are more important to them, but the details still haven't been fully revealed. It's been happening, and I've heard from Microsoft, Fargo said. He recalls how it used to be when dealing with Microsoft. I used to want to publish directly on the Xbox, and it was 'OK, how many retail SKUs are you going to put out?' I always felt there was there this huge disconnect why do I have to put products on a retail shelf in order to be on XBLA?
I honestly feel that the game wouldn't be that bad on consoles as long as it is:
1. Developed for PC first
2. UI gets twaeked for a controller
The game is turn based and I belive that it wouldn't be such a big deal.
If this had been rtwp, I would have been 100% against it.
No, this isn't about W2. It's just a thiught that popped up in my head when I read the article.oh so this is solely about wasteland 2 and no other upcoming titles?
I should read more carefully
Imminent betrayalton and meltdowns?
fargo just isn't a sell-out type of guy, I think he made it clear he just wants to make the games he wants and I really trust inxile with what they say. so it's no reason for a meltdown just yet, it's still good it's still good.
well console gamers bought a shitload of x-com
No, this isn't about W2. It's just a thiught that popped up in my head when I read the article.
well console gamers bought a shitload of x-com
well console gamers bought a shitload of x-com
Not really, was really low on the NPD chart it's opening month and had no legs.
well wl2 already has an interface so I don't think this would be an issueXCOM: EU's interface when you're playing with KB&M is terrible, needless to say I'd be pretty pissed if the same thing happened to WL2(not likely).
Our demo for Wasteland 2 Gamescom came out great but I warn that our humor is very dark and twisted at times. We'll work on video next...
the ui is still my less favorite part about the visuals of this game
it just looks rough for me
I like this mockup Phantasmal from RPGCodex made:
I like this mockup Phantasmal from RPGCodex made:
I like this mockup Phantasmal from RPGCodex made:
Maybe the size of the text box is adjustable?
Has it been said when we will get to see the Gamescom demo?
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.
This preview doesn't explain how freedom is actually in the game. Sure, I could not help Fred or kill him, but why would I? If I can gain access to a new shop with items, why wouldn't I help him every single time? In order to fully role-play I must not have an optimal path that I know is the smartest to take, and this preview doesn't go into any detail of the alternative paths and why would anyone take them.
What if next Fred will be trap ?
This preview doesn't explain how freedom is actually in the game. Sure, I could not help Fred or kill him, but why would I? If I can gain access to a new shop with items, why wouldn't I help him every single time? In order to fully role-play I must not have an optimal path that I know is the smartest to take, and this preview doesn't go into any detail of the alternative paths and why would anyone take them.
I don't think it's necessarily, uh, necessary to reward every single option, if that's what you're driving at; it doesn't have to be a direct trade-off. I think for *true* roleplaying you have to have the possibility that picking one path gives you no benefit at all, but if you're a dedicated roleplayer, you'll stick to it. It may not be beneficial to be a totally amoral sociopath in many situations, but that's okay, because it's what you've chosen to roleplay.
Story-wise of the game is intended to be be non-linear, in the best traditions of the original game. However, Wasteland 2 goes beyond that and also introduces non-standard game endings. Fargo elaborated on this concept, stating that one of these results from the player straying too far away from the Rangers' code and values. If the player's team gun downs everything that moves (and shoots everything that doesn't until it starts moving), then General Vargas will cut them loose and deploy kill squads to track down and kill the player's team, leading to a different storyline and ending, at the expense of some 40% of the game. Yes, you can actually kill everyone you meet. Yes, the game will shut you off from certain content or alter it depending on your choices. No, you won't see everything on one playthrough. For example, in the first 30 minutes of the game you will have to make a decision and save either Highpool or the Agricultural Center, leading to tangible consequences both in the long and short term.
New screenshots from RPG Codex: http://www.rpgcodex.net/forums/index.php?threads/wasteland-2-gamescom-screenshots.85767/
If you do, you can take his stuff, and you get XP for killing him. Because it's an isolated situation so no one sees you, there's no other penalty (there's no "karma" system), it's just up to you.This preview doesn't explain how freedom is actually in the game. Sure, I could not help Fred or kill him, but why would I?