Posted September 06, 2016
Wasteland 2: Director's Cut
So I played the original version late in 2014 and loved it (one of the few games I replayed immediately upon completion). This one is upgraded with engine and game improvements and better balancing to the weapons and gear, which, for the most part, works out quite well. While sniper rifles and assualt rifles are still king, IMO, it's now possible to build a very viable melee character as well as use other types of firearms. So I built a 4 member squad with a blade specialist, 2 assualt rifle specialists and a sniper. Ended up taking Vulture's Cry, Pizepi Joren, and Takayuki for pretty much the whole game to fill out the seven-member team.
Energy weapons now do very poor damage against non-conductive targets (targets that are not wearing heavy armor). There are perks* that help this, but they still aren't a good choice against light armor. Which is a good change overall, IMO. Makes you change things up a bit in some of the combat scenarios.
*The devs also introduced 'perks' and 'quirks', very similar to what you get in Fallout. You gain a perk every 4 levels, while you can choose a quirk only at character creation. Quirks have a positive and negative aspect, while perks do not (I chose the 'Asshole' quirk for one of my Rangers, which grants you the full 10 ranks in Hard Ass - with no need to spend skill points - but prevents your team from ever using Kiss Ass or Smart Ass). Many perks are focused on weapon specializations, giving you bonuses in your weapon line. Some are dependent on how many skill points you invested in the weapon as well as/or being dependent on having a previous perk selected. Pretty standard stuff.
Unfortunately, the perks and quirks - as is the case in most games that have this feature - suffer from some of them being obviously far superior to others. Some of the weapon lines also only have a couple perks associated with them, while others have a good handful. In one sense this is good, as it gives you a number of benefits if you seriously focus on that weapon. In another sense it's not so great since it means you'll have a hard time if you want to specialize in a close up weapon and a long range (or an energy weapon and a regular type). For the most part, though, the perks and quirks are a great addition to the game.
The major bugs seem to have been resolved (I found no issues in any of the quests I took on), but there were a couple weird glitches that were minor annoyances. A couple examples: I couldn't interact with one of the merchants in Hollywood after completing a quest related to him - this is not intended behavior. Sometimes the text in the character display would garble so your skills would overlap and be unreadable. Closing and opening or a save and reload would fix it.
One minor complaint I have (and I had it with the original as well) is with the logbook (journal). While it does a decent job of updating your quests and giving you a bit of direction on what to do next, there are some quests where the major players move to a different location and you have to meet up with them later. The logbook didn't seem to want to let you know where they moved to, and there didn't seem to be any in-game hints/indications where they went. Not a major issue, but it can be an annoyance a few times.
Not much else to say, as it's still basically the same game as the original. So I still give it a big thumbs up. At some point, I'll go through it again, maybe with a team of 4 on Supreme Jerk difficulty.
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So I played the original version late in 2014 and loved it (one of the few games I replayed immediately upon completion). This one is upgraded with engine and game improvements and better balancing to the weapons and gear, which, for the most part, works out quite well. While sniper rifles and assualt rifles are still king, IMO, it's now possible to build a very viable melee character as well as use other types of firearms. So I built a 4 member squad with a blade specialist, 2 assualt rifle specialists and a sniper. Ended up taking Vulture's Cry, Pizepi Joren, and Takayuki for pretty much the whole game to fill out the seven-member team.
Energy weapons now do very poor damage against non-conductive targets (targets that are not wearing heavy armor). There are perks* that help this, but they still aren't a good choice against light armor. Which is a good change overall, IMO. Makes you change things up a bit in some of the combat scenarios.
*The devs also introduced 'perks' and 'quirks', very similar to what you get in Fallout. You gain a perk every 4 levels, while you can choose a quirk only at character creation. Quirks have a positive and negative aspect, while perks do not (I chose the 'Asshole' quirk for one of my Rangers, which grants you the full 10 ranks in Hard Ass - with no need to spend skill points - but prevents your team from ever using Kiss Ass or Smart Ass). Many perks are focused on weapon specializations, giving you bonuses in your weapon line. Some are dependent on how many skill points you invested in the weapon as well as/or being dependent on having a previous perk selected. Pretty standard stuff.
Unfortunately, the perks and quirks - as is the case in most games that have this feature - suffer from some of them being obviously far superior to others. Some of the weapon lines also only have a couple perks associated with them, while others have a good handful. In one sense this is good, as it gives you a number of benefits if you seriously focus on that weapon. In another sense it's not so great since it means you'll have a hard time if you want to specialize in a close up weapon and a long range (or an energy weapon and a regular type). For the most part, though, the perks and quirks are a great addition to the game.
The major bugs seem to have been resolved (I found no issues in any of the quests I took on), but there were a couple weird glitches that were minor annoyances. A couple examples: I couldn't interact with one of the merchants in Hollywood after completing a quest related to him - this is not intended behavior. Sometimes the text in the character display would garble so your skills would overlap and be unreadable. Closing and opening or a save and reload would fix it.
One minor complaint I have (and I had it with the original as well) is with the logbook (journal). While it does a decent job of updating your quests and giving you a bit of direction on what to do next, there are some quests where the major players move to a different location and you have to meet up with them later. The logbook didn't seem to want to let you know where they moved to, and there didn't seem to be any in-game hints/indications where they went. Not a major issue, but it can be an annoyance a few times.
Not much else to say, as it's still basically the same game as the original. So I still give it a big thumbs up. At some point, I'll go through it again, maybe with a team of 4 on Supreme Jerk difficulty.
Full List