In 2014, the second part of the original Wasteland (1988), ancestor Fallout In general, one of the world's first games on post -apocalyptic themes was accepted very ambiguously. Some praised the game for a good combat system, hardcore, the variety of missions and a fairly high general level of execution, which you do not always expect from low -budget projects. Others christened the game “Fallout Tactics 2, only worse”, accused the developers of lowering the RPG-component to the appendage to tactical battles, and also complained about the breaks of bugs and problems. So after the announcement of the third part, the action of which was transferred from the sandy wastelands of California to the colorado surrounded by the nuclear in the nuclear winter, a lot of questions for the future project arose. Fortunately, I personally played demo at the Gamere 2019 Wasteland 3 -And made some conclusions.

The main thing is with the game Here!

Hold your head in the cold, and the gun is ready

One small level that was brought to the exhibition is difficult to understand how much the third part differs from the second. They showed too little there – and even focused on the combat system. But judging exclusively by the passage that I played myself, I will dispel the expectations of the original fans in advance: before us is the same Wasteland 2, only with a fluffy winter scrap.

On the global map we were given us to drive a huge all -terrain vehicle

But this does not mean that there are no changes at all https://spinland-casino.co.uk/. Firstly, the game was prettier: the models are beautiful, richly worked out, locations were clearly created with love, and the square faces of the characters remained in the past. Although reanimated to the glossy Xcom post -apocalyptic tactics from Inxile Entertainment Far away: if you bring the camera closer to the characters close, low detail is striking. After all, this is still a low-budget project. But the management became much more friendly … And then as I recall the Wasteland 2 interface overloaded with the buttons and the menu, I immediately want to wrap myself in the casual coziness of the same Xcom 2! Everything is simple right there: below the left of the icons of heroes with armor and the amount of health, in the present – affordable actions and perki, on the right – the available weapon. On top, by the way, there is still a mysterious radio or a tape recorder with an equalizer: a device is needed to search for interference on a global and tactical maps to catch the transfer of allies and enemies.

Features of post -apocalyptic hunting

As for the battles themselves, here everything, in general, is the old way: outside the battles we are free to walk on the location in real time, but as soon as the enemy appears in the frame, shoot as soon as possible-who was the first to notice the enemy, the first one will get the first move. The battles are still step-by-step and tied to the glasses: a shot from a rifle is spent, for example, five points, a shot from a pistol-only three, on some perks-and no more than two. It is very convenient that you can always see in advance how many cells can be shifted by the hero before he remains the action points only for shooting. Available radius is carefully highlighted in blue; Everything that is behind him is yellow.

The calculation of the probability of hits is equally conveniently made. We always see the number of percent for each enemy, and when moving the cursor on the map, this value changes depending on how high is the probability of touching the specified goal. The amount of health that the shot will take from the enemy is also indicated in advance – but with a successful critical hit, it may be even larger. This, in theory, should make battles more thoughtful so that the player can really plan his actions. But the signature of the series of the series has not gone anywhere: to smear from the shotgun, standing almost close to the enemy, can still be possible.

The developers promise to push players with robotic opponents, but in the demo I saw only some kind of frail mechanical dog

Large innovations in the demo noticed only a few. Firstly, in battle, you can now use the equipment: rangers, for example, drive on a hefty tractor with a ragan. He can not only shoot enemies, but also lay the road through not too strong shelters, press the opponents and serve as a mobile shield for the fighters, although his cross -country ability is imperfect. There was also the opportunity to shoot at different parts of the body. True, I still did not understand why it was needed: enemies were shot very easily without it.

However, despite the improvements of the gameplay, the battles are still quite boring and predictable: we are faced with a group of enemies, quickly sit in shelters, remove the most deadly with the help of a sniper. Then the members of the detachment with machine guns shoot close combat fighters, and with those whom they did not finish, a colorful homeless person with a shotgun is being dealt.

The most memorable character in the party-a bomzhevnaya type grandfather, who in battle straightens the health of some kind of alcohol rubbish

In addition to the battles, in the demo from the gamemaker they showed modest puzzles: put one character on the platform to draw another to the second so that the third was pressed on the lever … in a word, classic. And at the end, the developers allowed to evaluate a piece of the local dialogue system. According to the plot, throughout the entire level we break through to the son of a certain patriarch, who seemed to have started and arranged a massacre in a small settlement. Negotiations with him are held according to the standard scheme: first we persuade to surrender in a good way, in case of failure, we switch to threats, and then try to arrest (we are rangers, after all, a nickname!). Well, or just shoot between the eyes without unnecessary conversations. I never found out about the consequences of each choice from the demo.

They haven’t really said anything about the role system yet, but I’m sure that it will not change too much and will be based on seven classical indicators (coordination, luck, perception, strength, speed, intelligence and charisma). But the tabs with abilities and perks did not give

The impressions of demo, of course, are rather scarce: the anomalies promised by the developers, the impact of the cold on the characters, the struggle for resources and balancing between different groups remained behind the scenes. But now we can say with confidence: Wasteland 3 is a direct successor of the traditions of the second part. Before us is the same gloomy post -apocalyptic western with swearing heroes and bloody fights (although they are not particularly hardcore). Nevertheless, lovers of tactical games will surely like. The release is scheduled for the spring of 2020.

The main thing is with the game Here!

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