Grandor Dragon
Sentinel
There is nothing wrong with Wasteland 2. It's ticking all the classic RPG boxes, has a fun combat system and generally good quest design.
What struck me after I finished it is how by-the-numbers it is. It is a box-ticking exercise. I don't see much inspiration in this product. Over dozens of hours I have seen or done little I have never seen before. I was also surprised that the story provided nothing that was interesting.
What I don't understand is that the game is clearly targeted at RPG fans who played many of the classics, don't mind or even don't want a cinematic experience and have a bit of patience to interact with a UI which is a bit clumsy for today's standards. These people have played the Fallouts and other gems. I personally have encountered many dozens of post-apocalyptic societies and groups, have been in a lot of ruins and solved a lot of different quests. I don't understand why there was no attempt to stimulate the target audience in any interesting way, why "more of the same" was considered passable.
In all Fallouts I could feel how much the developers loved their product. I am pretty sure that the Wasteland 2 devs had their heart in it, but this is not something I felt while clicking from one standard dialogue to the next and encountering yet another location I have seem a couple of times before in other games.
I don't know. Perhaps I am just getting tired of the genre. On the other hand I do look forward to whatever Bethesda is doing next with Fallout. For all the flaws and terrible balancing, Fallout 3 provided a lot of new experiences and New Vegas was a great follow-up thanks to Obsidian getting obsessed with post-apocalyptic politics.
My final point is more an observation than a piece of criticism: many RPGs, includsing Wasteland 2, provide a very American perspective of interacting with the world: I need some kind of resource and therefore engage a different society. The society has larger issues and several groups struggling for control. I listen to all the sides and pick one to take control of the society providing I get the resources that I need. I know that this type of quest carries with it a lot of potential for interesting stories, but it is striking how often I encounter it co0nsidering how many alternatives there are.
What struck me after I finished it is how by-the-numbers it is. It is a box-ticking exercise. I don't see much inspiration in this product. Over dozens of hours I have seen or done little I have never seen before. I was also surprised that the story provided nothing that was interesting.
What I don't understand is that the game is clearly targeted at RPG fans who played many of the classics, don't mind or even don't want a cinematic experience and have a bit of patience to interact with a UI which is a bit clumsy for today's standards. These people have played the Fallouts and other gems. I personally have encountered many dozens of post-apocalyptic societies and groups, have been in a lot of ruins and solved a lot of different quests. I don't understand why there was no attempt to stimulate the target audience in any interesting way, why "more of the same" was considered passable.
In all Fallouts I could feel how much the developers loved their product. I am pretty sure that the Wasteland 2 devs had their heart in it, but this is not something I felt while clicking from one standard dialogue to the next and encountering yet another location I have seem a couple of times before in other games.
I don't know. Perhaps I am just getting tired of the genre. On the other hand I do look forward to whatever Bethesda is doing next with Fallout. For all the flaws and terrible balancing, Fallout 3 provided a lot of new experiences and New Vegas was a great follow-up thanks to Obsidian getting obsessed with post-apocalyptic politics.
My final point is more an observation than a piece of criticism: many RPGs, includsing Wasteland 2, provide a very American perspective of interacting with the world: I need some kind of resource and therefore engage a different society. The society has larger issues and several groups struggling for control. I listen to all the sides and pick one to take control of the society providing I get the resources that I need. I know that this type of quest carries with it a lot of potential for interesting stories, but it is striking how often I encounter it co0nsidering how many alternatives there are.
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