It's turn-based, most directly in the tradition of the old Fallout games (which were spiritual successors of the original 1988 Wasteland). Wasteland 2 does better with player-specific skills once the business of combat starts. Way too many chests are rigged with explosives, for instance, which means that every time you encounter one you'll have to switch to your teammate with Perception to see if it's safe. The design complements the harsh world that surrounds them, yes, but at times developer inXile seems to go to excessive lengths to give characters with every skill something to do. Even then, you'll find yourself limited the tiny number of points available for the daunting number of skill trees means you'll always have to forgo some skill that might make a particular encounter simpler or entirely avoidable. You're thus better served by creating your own party. You can start with pre-made characters with role-suggestive names like Big Bert and Pills, but they lack the rich personalities of the supporting cast in a game like Dragon Age: Origins, and their skills occasionally overlap. Play Another way inXile's RPG distinguishes itself is in its welcome break from most modern games by placing the emphasis on an initial four-person team instead of an individual hero. When the 50-hour journey is over, these choices are what’s most memorable about Wasteland 2. Something always needs doing, and there's always a sense that you've let somebody down in this harsh landscape. It's also just a preamble to the stuff you'll hear once your group advances to places filled with the oh-so-proper factions like the "Mannerites" in California, and they help to emphasize that your choices have meaning and that there's a world that exists beyond the immediate action in front of you. The voice work in such cases is uncommonly good in fact, it's rather disturbing. A memorable early quest forces you to choose to save either the inhabitants of Hightown or the Ag Center, for instance, and you'll have to listen to the tragic fate of the town you didn't choose over the radio. What voice work there is in Wasteland 2 is wisely put to effective use. On the other hand, much as in Divinity: Original Sin, Wasteland 2's quest objectives are often frustratingly unclear, and I did run into the occasional bug that impeded my quest progress if I deviated from what must have been the proper sequence of events. Thanks to good writing, it's a world that often feels real. It's a world where a character with the "hard ass" trait can usually bully necessary items out of wary townsfolk without a fight. However, I liked how it rewarded my taking the time and attention to read carefully with not just a considerable dose of dark humor and descriptive depth, but also a wealth of choices that depend on the passive skills of your party members. If you’re in a hurry, you’ll see only the highlighted key words and objectives you need to complete your mission. For example, it disavows heavy voice acting for quests in favor of reams of text. Everything afterwards reveals an old-fashioned drive to make you work for your satisfaction. That flashy cutscene is one of Wasteland 2's few nods to the sensibilities of the modern era. They're imperfect and flawed, and much of the following story gains its momentum from the surrounding populaces' unwillingness to trust them after past failings. Our heroes are the Desert Rangers they're not The Avengers. Play A surprisingly competent live-action cutscene introduces us to a band of grizzly-bearded biker types and hard-eyed women.
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