Drool wrote:Um... what? That's wrong on just about every level. Ignore him.
Drool wrote:I'd put a spoiler warning, but you asked, so, an abbreviated version:
homeslice82 wrote:a three-legged prostitute, from whom you can contract "wasteland herpes"
ijusten wrote:homeslice82 wrote:a three-legged prostitute, from whom you can contract "wasteland herpes"
How did this singular "you" work with the band of four rangers?
I think most of us who started CRPGs with Fallout 1 have never played story-oriented CRPG where you control a group. Sure, there was Icewind Dale 1&2, but the speaking part there was mostly about asking where the monsters are hiding. You set the characters as "Good", "Evil" or "Neutral", but it really didn't affect the group dynamics or the story in any way.
I can't really get how you can bond with a group of rangers with no personalities coded in the game. Why would one ranger go to the prostitute and the others wouldn't? When the NPCs talk to the rangers, to which of the four do they talk to?
I can understand the group-dynamic in games like Fallout Tactics, but those were pure fighting. Wasteland 2 is supposed to have a proper plot with talking (or so I understood)!
Drool wrote:She asked if you were interested in a good time, and you selected the character that went with her.
You provided the personalities yourself, using your imagination. There was plenty of room for interpretation on your own without the game telling you what your characters thought, felt, and wanted to do.
When talking to someone, the entire group did. Interactive dialogue was limited to essentially a text box with a word parser.
Drool wrote:Proper plot can happen with party-based games. There's a rich history of it. Bard's Tale 1-3, Might and Magic 1-6, Pool of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, Pools of Darkness, Champions of Krynn, Deathknights of Krynn, Dark Queen of Krynn, Buck Rogers: Countdown to Doomsday, Buck Rogers: Matrix Cubed, Eye of the Beholder 1-3, Gateway to the Savage Frontier, Treasures of the Savage Frontier, probably several more I'm forgetting right now, but those were the ones I played personally.
homeslice82 wrote:Well, during certain scenes, you have to split off a member of your party. This includes letting Angela Deth enter the ladies' room in Quartz, and, IIRC, the prostitute scene. Otherwise, the party takes up a single square on the map at all times. I'm not sure who talks--it's never really made clear. Also, the characters themselves are blank slates, but you get a lot of freedom to act. It's kind of like Fallout. Your actions have real (and sometimes extreme) consequences. For example, if you slip in the stream in Highpool, a bunch of kids come out to laugh at you. You have to option of killing them all. If you do, a bounty hunter comes after you. If you kill him, Highpool is deserted, the stream dries up and you can supposedly hear the echoing laughter of children in town.
In a more basic example, you can blow up the Hobo Dog stand with a howitzer. This means no more Hobo Dogs for you.
Edit: And, as Drool said above, your imagination defines your party. It's basically unavoidable when your default party members are named stuff like "Thrasher" and "Snake Vargas".
ijusten wrote:Drool wrote:She asked if you were interested in a good time, and you selected the character that went with her.
You provided the personalities yourself, using your imagination. There was plenty of room for interpretation on your own without the game telling you what your characters thought, felt, and wanted to do.
When talking to someone, the entire group did. Interactive dialogue was limited to essentially a text box with a word parser.
Word parser? Like the one that was in Fallout 1 and was completely useless?
ijusten wrote:Drool wrote:Proper plot can happen with party-based games. There's a rich history of it. Bard's Tale 1-3, Might and Magic 1-6, Pool of Radiance, Curse of the Azure Bonds, Secret of the Silver Blades, Pools of Darkness, Champions of Krynn, Deathknights of Krynn, Dark Queen of Krynn, Buck Rogers: Countdown to Doomsday, Buck Rogers: Matrix Cubed, Eye of the Beholder 1-3, Gateway to the Savage Frontier, Treasures of the Savage Frontier, probably several more I'm forgetting right now, but those were the ones I played personally.
I think these were all part of the SSI's "Golden Box"-games, were they not? I've seen screenshots of them.
I know it's really boorish of me, particularly as I whine to people younger than me that Fallout 1 is a great game and they say that they just can't, not with the graphics that the game has. And I can't see nothing wrong with the graphics!
ijusten wrote:homeslice82 wrote:Well, during certain scenes, you have to split off a member of your party. This includes letting Angela Deth enter the ladies' room in Quartz, and, IIRC, the prostitute scene. Otherwise, the party takes up a single square on the map at all times. I'm not sure who talks--it's never really made clear. Also, the characters themselves are blank slates, but you get a lot of freedom to act. It's kind of like Fallout. Your actions have real (and sometimes extreme) consequences. For example, if you slip in the stream in Highpool, a bunch of kids come out to laugh at you. You have to option of killing them all. If you do, a bounty hunter comes after you. If you kill him, Highpool is deserted, the stream dries up and you can supposedly hear the echoing laughter of children in town.
In a more basic example, you can blow up the Hobo Dog stand with a howitzer. This means no more Hobo Dogs for you.
Edit: And, as Drool said above, your imagination defines your party. It's basically unavoidable when your default party members are named stuff like "Thrasher" and "Snake Vargas".
I think I can see this. Wonder how it will feel in practice, after getting so accustomed to the fact that you are looking through the eyes of one person with five NPCs try to influence your acts with their chatter. I wonder if I will miss that.
Mandemon wrote:Besides, I think(hope) that our Rangers get more personality in WL2 than jsut being character sheets to be sacrificed for entertainment.
homeslice82 wrote:6. With the engine in the car, you travel to Vegas. I'm not totally done with this town, but suffice it to say that there's a gang war going on similar to the one between Killian and Gizmo in Fallout 1. There are also robots taking over, which is why Ace brought you there to begin with. The main church of the Mushroom Cloud is there too. More stuff happens after this (which posters above me outlined), and there are a bunch of other towns I have yet to explore.
Drool wrote:You provided the personalities yourself, using your imagination. There was plenty of room for interpretation on your own without the game telling you what your characters thought, felt, and wanted to do.
homeslice82 wrote:Well, I haven't beaten the entire game, but here's a rundown of some of the cool stuff I've seen while playing. Wasteland's story is basically a series of largely self-contained miniplots, but an arc appears later.
1. Highpool and the Bobby quest, as you've seen.
2. The Nomad Camp, which contains the Hobo Oracle, who gives you prophecies in exchange for booze. It's also got a tribe of crazies called Topekans (you kill them all, including a baby wielding a revolver). You get a quest here to go to a town called Quartz.
3. The Agricultural Center, where you're asked by a group of farmers (and their 100-plus-year-old leader) to get rid of Harry, the Bunny Master. Harry hangs out in a patch of giant, mutated carrots with his armored rabbit minions. Other mutated vegetables (like "Green Sequoia Broccoli") can be found there as well.
4. Quartz, a town taken over by a gang from out of the wasteland. They've set up shop in the Mayor's office and imprisoned him and his wife. Long story short, you wreck shop at the town hall and free the Mayor. Afterwards, you head to the hideout of the gang leader, Ugly John. There's an excellently done hostage scene involving a bomb and the Mayor's wife, which can end in the death or escape of Ugly John and the death or freedom of the Mayor's wife. It's very intense. In John's hideout, you find a guy named Ace who recruits you to help him with a problem in Las Vegas. You drive from Quartz to the next town: Needles.
5. Unfortunately, you break down in Needles and need an engine. You get involved in a murder mystery where people turn up dead, drained of their blood. Incidental encounters include but are not limited to the Hobo Dog stand, which makes food out of hobos; a three-legged prostitute, from whom you can contract "wasteland herpes"; and the "pit ghoul", a freakish and incredibly powerful monster buried deep in a radioactive underground waste dump. Anyway, you find out from the bishop at the local Servants of the Mushroom Cloud church that something called a "Bloodstaff" has gone missing, and the trail eventually leads you to the Temple of Blood--a bizarre cult center whose walls are filled with blood. You end up tracking down and killing their evil leader in a fortress surrounded by a moat of blood. As a reward for killing the dude and getting back the Bloodstaff, the bishop gives you a bunch of swag--including a new engine.
6. With the engine in the car, you travel to Vegas. I'm not totally done with this town, but suffice it to say that there's a gang war going on similar to the one between Killian and Gizmo in Fallout 1. There are also robots taking over, which is why Ace brought you there to begin with. The main church of the Mushroom Cloud is there too. More stuff happens after this (which posters above me outlined), and there are a bunch of other towns I have yet to explore.
In general, lots of stuff happens in WL1. I fully recommend playing it--it holds up very well.
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