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Thread: Idle speculations on Wasteland 2
09-02-2013, 05:38 PM #161
09-02-2013, 09:57 PM #162
Damn, never imagined Unity would be capable of this. Looking great.
09-02-2013, 10:11 PM #163
The keyword system looks nice, I'll say FUCK YOU to everyone.
Hopefully we can click the text in the right box to highlight the related items in case we're not paying enough attention.
09-02-2013, 11:28 PM #164
09-02-2013, 11:29 PM #165
10-02-2013, 02:02 AM #166
Oh my god.
OH MY GOD
10-02-2013, 09:01 AM #167
It's not just concept art, these are portraits shown for characters and enemies in the game. And they look good, easily forumavatarable.pass
10-02-2013, 12:14 PM #168
Is one year of development enough for this game,because release date is already this year in october.
10-02-2013, 12:32 PM #169
Right, yup. Okay. A few short minutes of gameplay footage is enough for me and I'm already convinced here. No, seriously, I want it now. This is just... wowArt blog here.
Doodles poodles sheboodles
10-02-2013, 03:58 PM #170
Would you believe that 80%+ of individuals at RPGhetto like the Wasteland 2 first look video ? They are otherwise never satisfied.pass
10-02-2013, 04:35 PM #171
10-02-2013, 08:18 PM #172
- Join Date
- Jun 2011
I just watched the first gameplay footage video for this. Wow, I think a little bit of pee just came out, just, wow. So glad I backed this.
11-02-2013, 01:01 AM #173
Just watched, really impressed with what they have done so far. Nice to see how faithful they've been, especially liked their heavy use of the chat window. Clearly a long way to go but early signs are promising. (I didn't back it)
11-02-2013, 10:21 AM #174
much impressed with their alpha footage.
Now Ill go back to ignoring it till it releases.
11-02-2013, 11:46 AM #175
I echo the need for a spacebar instant pause outside of combat so I can set up ambushes. That way I'm relying on my tactical abilities and not my reflexes, which is essential if you're going party-based.
Looks like the game Fallout Tactics should have been. It's going to be a good year for RPGs.
11-02-2013, 12:17 PM #176
I don't think a space bar pause is needed, he manages in the video to set his guys up before attacking. I've seen people say "buy the enemies wander around and have a cone of vision". They do and they did in fallout as well but most of the time you could see what their path route was because they walked the same one over and over.
Since the game goes into turn based once combat starts, it's not like you need great reflexes. I think it's more interesting to not have the ability to pause it, it means you have to think that little bit more about how close you let your guys get before springing your attack.
Having said that, by all means if they include it all well and good. Just because I'll never use it doesn't mean I don't want it there for other people to use and it really shouldn't be that hard for the devs to implement it.
11-02-2013, 12:36 PM #177Originally Posted by Drake SigarOriginally Posted by Drake Sigar
Not making too big a fuss though. In the unlikely event they choose not to include a space pause, some modder would have within the first week.
11-02-2013, 12:51 PM #178
Mark me down for a space bar pause as well. It's a reasonable fuss to make.
11-02-2013, 01:22 PM #179
11-02-2013, 08:10 PM #180
I'm very, very pleased with this footage. This is one of only three KS's that I've backed, hope the other two turn out this well.