After successfully hitting its Kickstarter goal and exceeding it, inXile Entertainment's long-awaited cRPG Wasteland 2 is finally here, nearly 25 years after the original's launch.
Taking on the reins of the choose-your-own-adventure style writing that has made this series so popular is our own Joab "Joaby" Gilroy, who finds that underneath the minefield of inconsistent tooltips and ugly character models is an old-school experience with new-school tweaks.
It's a wonderfully old-school RPG, something fans of a bygone era can use to scratch that nostalgic itch and new gamers can use to acquaint themselves with how things once were.
Read on for the full
Wasteland 2 review.
Posted 05:33pm 29/9/14
There are some pretty heavy flaws that hold it back.
In combat, enemies cover extreme amounts of distance in 1 turn, often resulting in everyone being within melee range in 1 maybe 2 turns. The enemy AI has a tendency to rush you. It makes positioning your riflemen and snipers a bit redundant.
Going for 'Headshots' is totally not worth doing, ever.
There are at least 2 dump stats out of 7 stats. One of the remaining stats being absolutely superior to the others.
Grenades are perfectly accurate despite the game having a demolition skill.
The absolutely poorly implemented Jaming system. Basically you have a RNG event before a RNG to-hit event to do a RNG damage. Have two RNG moments for failure for every bullet fired to hit is just plain poor design.
Apart from the dodgy, dodgy player models and no display of armour on models (only cloths), the rest of the game is quite good.
Dialog options and ways to complete various quests are varied. Most of the game is well written.
You can make a goat army...
edit: Oh yeah, I'm one of the rabid Fallout 1/2 fans. The game does a pretty good job of post-apocalyptic setting.
last edited by Tollaz0r! at 17:33:14 29/Sep/14
Posted 06:26pm 29/9/14
I agree with you about the grenades though, they're hella OP. Especially when the AI chases you down and sorta clumps up around you.
Posted 06:39pm 29/9/14
That's how it should have been. Chance to hit is calculated, then if it misses. lookup a table of 'miss' results and apply accordingly. Weapon jamming would be in that table according the weapon.
As it is, it is a check for each bullet fired, regardless of the 'to hit' calculation (that comes after).
I wish people could about half the distance they could, that would make the combat so much more interesting. It may even be bugged at the moment, I've had plenty of cases where a guy has shot at me and then run about a full screens distance into melee range of my snipers lol.
Also the range of the sniper rifles seems to be less than what most people can run. So it really only takes 1 turn to close the distance of the most ranged weapons in the game. Hopefully it gets addressed with a patch, many people over at RPG Codex are calling out the same problem.
The game is so close to being a great example of RPG goodness, it just falls short in some areas.
I feel the ammo level is about right, not enough to severely gimp you (unless you take lots of 30% chance to hit shots), but enough to make you have to scrounge for it. Sniper bullets are pretty expensive.
Posted 10:22pm 29/9/14
Posted 12:29am 30/9/14
Posted 10:55am 30/9/14
The character development is also lacking. As there is a little incentive for levelling up other than a slight usage score improvement on some weapon usage or skill modifier.
I think these issues plus the repetitive enemy tactics and lack of enemy variety makes the combat and skill usage more of a grind.
Posted 08:15am 01/10/14
Posted 01:56pm 06/10/14
Posted 02:20pm 06/10/14
Posted 10:35am 07/10/14
For instance the spot I'm at, I take the time to setup my team. Take the surprise shot. Than within the very first round 3/4's of the enemy team (most of which were far enough away to be out of sight) are standing in melee range of my team members, it doesn't seem to matter much where I position, it always ends up the same.
It is totally dumb.
Posted 01:51pm 07/10/14
If they are getting that close to you it might be because you don't have enough melee. i.e. you should always place your melee in front of your ranged, that way the enemy always go for them first. Just don't put them directly in front or you will friendly fire.
I have a blunt, blade, and brawler in my squad and each one of them can crit for about 50+ damage.
There are some fights which are just completely unfair, like the honey badgers at the mine, but once you learn how to take them down its easy. (i.e. 1 shot then retreat with remaining AP. Sometimes you need all AP to retreat).
Also re jamming… get someone in your squad to + weaponsmithing, so you can add the -4% to jam modification. All my weapons have a 0% chance to jam. Also the weaponsmithing trait is one of the most beneficial skills to have. I'm about 20 hours in and it has made me soooo much money from stripping all the weapons I pick up. Now I don't have to worry about ammo because I've got so much money.
Posted 07:42pm 07/10/14
This is just forcing you to have 'melee' characters, giving you less choice in a game that is supposed to be about lots of choice.
Posted 02:55am 08/10/14
Those who find a computer screen (in act 1), you will can use it once you find a broken battleship (in act 2), but even after using it, the machine still barely worked.
Posted 07:37am 08/10/14