In the overmap, actions have also been simplified. But it’s barred from some combat sections. My vehicle is a character in its own right, which adds mightily to combat situations, where it takes its turn in the fighting by shooting and squishing enemies, as well as removing obstacles and creating diversions. If I try to shoot an enemy with a tiny percentage chance of hitting them, I’m likely to regret my folly. Cover, sight-line, and elevation are all extremely important to successful combat, which works on the basis of statistical likelihood. Usually, there are various access points and potential cover spots to use. Inventory (in single-player mode) is now shared among all characters, simplifying life enormously. Action points, as before, include ambushing enemies and shooting specific body parts as well as reloading or making use of consumables like health packs. Instead of team members forming an orderly line to take their turns, I can pick and choose between my people, using action points to create the most effective tactical plays. Non-combat solutions are often the best way forward, but these can only be accessed by characters who have unlocked specific skills.Ĭombat has been overhauled since the last game and feels more user-friendly. The overarching aim is to nurture team members so that their skills become sufficiently advanced to progress, while also complementing one another. They also improve various skills such as mechanics and lock-picking and they bolt on social skills that help during narrative conversation tree sections. As the game progresses, they earn upgrades in their combat abilities and collect new weapons and armor. They carry two weapons as well as an extra piece of kit, like a grenade or a stand-alone gun turret. Each member of my party is a specialist such as a sniper or a close-quarters shotgun shooter. The game is built around a series of encounters between my raggedy rangers and gangs of enemies, including the usual post-nuclear roughnecks as well as robot dogs and other nasties.Ĭombat plays out XCOM-style. In the overmap, I explore mountain roads until I come across a story beat, often in the form of a fight. I enjoy how the vehicle cuts through snowy roads, kicking up slush and dirt. My team of seven fighters now includes a vehicle that gets me to blizzard-bound outposts. They’ve gone rogue, threatening to fracture the boss’s power. Presented in overhead view, I play as a group of rangers who plough through flurried roads, from one dangerous location to another, seeking out The Patriarch’s outlandish adult-children. Its story centers around a local boss called The Patriarch, who leads a society founded by formerly mega-wealthy Armageddon preppers. The post-apocalyptic story moves on from Wasteland 2’s arid locations of Arizona and Los Angeles to the freezing heights of Colorado. This game’s budget, according to developer InXile, is three times larger than the last game. I played a slice of the game earlier this week - based on a demo sent out to backers who helped crowdfund the game - and enjoyed the various tweaks and additions that have been added to the series’ team-based role-playing formula. Wasteland 3 looks like a snowier, sleeker, and more substantial version of its five-year-old predecessor, Wasteland 2.
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