Wasteland 2 first look video released, update

Discussion in 'NMA News and Information' started by WorstUsernameEver, Feb 9, 2013.

  1. woo1108

    woo1108 Vault Senior Citizen

    Sep 27, 2012
    What a great game! I can't wait!
  2. .Pixote.

    .Pixote. Antediluvian as Feck

    Sep 14, 2009
    The game looks stunning, even at this early stage...I can't wait to get my hands on it.
  3. TorontoReign

    TorontoReign WHO DO YOU THINK THAT IS THERE? Staff Member Moderator

    Apr 1, 2005
    Loved every minute of it, except the dialog. It's not a deal breaker, but it bummed me out a little. Guess we will see how it turns out further down the line.
  4. Diospyros

    Diospyros First time out of the vault

    Jul 15, 2008
    My problem isn't with keywords that you guess to get additional dialog. It is the main dialogue options that are given to you (those blue buttons). When you are handed the keywords to choose from that is no different mechanics wise than giving you an entire line of dialog to click. However it is very different immersion-wise.

    I do have one concern about keywords you guess. I was a kid in the 80s (I played Wasteland when it was a new game) and I remember plenty of games that required you to use a specific key word to progress or open up a new dialog option (Zork is the classic example). The thing that drove me crazy was that if you used a synonym for the keyword (I say "jump" and it wants "leap") or made it plural when it wanted singular (e.g. gun vs. guns) you would be wrong. If they account for this issue by giving us some flexibility in our choices that would allay my concern.
  5. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    I don't have a problem with a choice of keywords to click on in order to answer. But I DO have a problem with the dialogue line being only the very keyword I clicked on. See:

    Cientist says: "bla bla bla bla bla".

    Two keys words appear for me to choose: GOODBYE and HELP. I click HELP.

    Ranger says: "Don't worry, we'll bring your people back safe".

    This way, it is good. Kinda unpredictable, but still good. But it is not what was shown in the video:

    Cientist says: "bla bla bla bla bla".

    Two keys words appear for me to choose: GOODBYE and HELP. I click HELP.

    Ranger says: HELP.

    I really hope this was just a placeholder or something. Solar Surf is kinda right, many thing look good enough, bt it is better not to get overhyped, because "Hope is the first step on the road to disappointment". :|

    You will need to finally update your ages old computer :lol:
  6. UncannyGarlic

    UncannyGarlic Sonny, I Watched the Vault Bein' Built!

    Feb 6, 2008
    Agreed. More isn't better. I'm also interested in how they do skill checks. I'm a huge believer in all skill checks outside of combat being static threshold checks rather than skill rolls to avoid save scumming.
  7. Daemon Spawn

    Daemon Spawn Old Warrior of the Wastes

    May 15, 2003
    Many have said it already, but it bears repeating: The overall feeling and look of the game are fantastic. The music sets the tone, the voice on the radio adds extra flavor, and the visuals and rotating camera seem well-done (if not 100% polished). Combat looks like it will be complex and involving, and potentially interesting.

    And then the dialogue system has some people in consternation. I'm confused by it as well. With such an in-depth, immersive, involving game otherwise, why scrimp on a few choices of typed-out dialogue? Why give us a generic "HELP" choice instead of a more nuanced, or at least a black and white choice:

    - "The Rangers are here - just point us at the problem and we'll fix it."
    - "Before we venture into unknown territory, could you give us some background on what's going on here?"
    - "Holy shit, your problems are out of our league, you best call someone else."

    But all we get is one word on a button. Yes, we can type something in to garner further information, but from first glance, the typed inputs appear to be more for flavor dialogue than plot-driving or problem-solving. There is no player input towards driving forward the plot, characters, or situation. The player input goes toward info dumps. At least this is what the video shows. Let's see if this is changed...
  8. georgec84

    georgec84 First time out of the vault

    Apr 14, 2012
    Agreed with various positive feedback in this thread.

    I feel great about this. Very excited to play this game!
  9. .Pixote.

    .Pixote. Antediluvian as Feck

    Sep 14, 2009
    I just got my hands on a Panasonic Toughbook - that little bastard should be able to run it, fingers crossed. Otherwise I'm screwed. Who knows I might play W2 on the train, on the way to work... :wink:

  10. lazlolazlo

    lazlolazlo First time out of the vault

    Apr 17, 2012
    There are benefits as well as disadvantages with both keyword and regular dialogue. Although the keyword approach may not be as personal or somewhat engaging as the usual dialogue in most RPGs, it's probably the most money efficient option.

    Regular dialogue has it's cons of not letting the player say what he want, but rather pick an option made by the developer. Not only this but it gives an illusion of beeing deeper than it is. It's either a direct accept, decline, special accept that require a skillcheck or a weird but humorous option which is essentially a decline or fail to continue the dialogue. i'm a bit disappointed about this news, but i have to see it in action before i'll judge weather or not it's a disaster ;)
  11. Sub-Human

    Sub-Human -

    May 31, 2011
    Implement full dialogue options. Show combat turn order through portraits. Work around the ceiling (pipes blocking view).

    Excited to hear Russian in the radio bit at the start. These guys better not be antagonists!
  12. -Enter a cool Username-

    -Enter a cool Username- First time out of the vault

    Feb 10, 2013
    As I think it has been stated before... There isn't really a wrong choice with this keyword dialog. If there were, it would be a complete mess and often an unnecessary gamble to ask about something. Most often, it wouldn't be possible to know if something is offensive by seeing only one word.

    And speaking of words, I found the use of the F-word out of place in the video dialog, but I might just be getting old...

    other than that.
    Hexes = hurray
    Seeing how the Turnbased action worked = Hurray
  13. Hassknecht

    Hassknecht For hate's sake. Staff Member Admin Orderite

    Aug 16, 2010
    A really neat detail that I liked very much: The Nixie-tube AP-counter.
  14. Izual

    Izual Pipe rifle & chopsticks

    Sep 18, 2009
    This man is right.
  15. SimpleMinded

    SimpleMinded Vault Fossil

    Jun 17, 2003
    I'll third SubHuman's feedback. The good news is this is developed with the community right? So if we post the feedback where they can see it, there's a chance they'll take it to heart.

    Overall, the footage looked nice though it certainly was a lot of brown and gray. I guess with the wasteland, that makes sense but it would be nice to see more variety.
  16. Lexx

    Lexx Testament to the ghoul lifespan
    Moderator Modder

    Apr 24, 2005
    Pretty sure that it is unlikely they would change the keyword-system to real sentences at this point in development.

    I personally don't care about this. I will judge the game when I play it and not before.
  17. Makenshi

    Makenshi Ahoy, ye salty dogs!

    Jul 28, 2006
    @Pixote: damn man, that thing looks COOL! Never saw one of those, it's has a serious military vibe. Congrats!
  18. Bewitched

    Bewitched aka Vault_13

    Jun 13, 2006
    A concept art with the priest from the first part of the video can be found here. Just click on it to have it in full resolution.
  19. Autoduel76

    Autoduel76 Look, Ma! Two Heads!

    May 14, 2007
    Its Wasteland. Not Fallout.

    We've hashed over most of this dialogue issue many times since funding ended. Its not trying to be the same type of game that Fallout is, in terms of dialogue- and it shouldnt. Its not the kind of game you are going to be able to create a diplomat character and avoid the majority of combat. Its not the type of game you are going to be able to develop relationships with NPCs through the tone of your voice. Its a party based system that isnt going to develop the personalities of your rangers by dialogue choices. You will improve standing with NPCs and factions through your actions, not the tone of voice you use.

    Its going to be more combat-centric and puzzle solving than Fallout. The keyword dialogue fits well with the continuation of the Wasteland franchise and even the paragraphs from the original.

    Now, if they use the same system for Torment, that would be a legitimate gripe. But that type of dialogue was never on the in the cards for Wasteland
  20. Tagaziel

    Tagaziel Panzerkatze Staff Member Admin Orderite

    Dec 10, 2003
    It reminds me of Wizardry 8.