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It does that already. I've had to reload several times because it gave me my most recent autosave instead of slot 1.
Try changing the settings in the menu and then restarting the game. Worked like a charm for me. Got a wired Logitech controller that runs perfectly well with the game.
First, maybe a warning about big boss battles. I stumbled into the Road Warriors quest almost as soon as it was available and got my ass kicked because all I had was a low level Muchacho and Toy Box. I didn't know the quest was leading to a boss fight. Actually this led me to assume the Andre The Giant quest was gonna have a boss fight when it didn't. So yeah, heads up would be good.
Second, when I initially finished the Andre quest in the sewer area with the pressure plates, I wasn't able to go back and get the remaining chest because I couldn't split my party any more. I don't think that's meant to be intentional. I reloaded and got them all (nicely done puzzle btw) but maybe you should make it that you can split your party again if you go back because otherwise you can't get to the remaining chests in the upper section.
This is a pretty common RPG trope. Walk into the wrong area and get your ass handed to you. "Oops, guess I'm not strong enough for that area yet."
That's fair. Sometimes though there's a least a warning if a powerful foe is coming up.
WrestleQuest is rough around the edges in ways that really kill the mood sometimes. My main two beefs are that backtracking in this game is absolutely positively Not Fun, all because you can't run, and that you flag way too many sidequests way, way, WAAAAY before you can actually complete them, for absolutely no payoff in the end.
Backtracking would be so much better if we could run from combat. There's no running away in wrestling? Fine, let me take a countout loss like a heel and eat a -25 hype penalty for doing so. There's so few ways to reduce hype in combat anyway, so when you hit your promo and get MAXIMUM HYPE only to get hit with a "dramatic moment: hype -20 luuuulllll" with no soft reset to quickly re-do and tank the promo on purpose, it really sucks. You could even combine this with letting fans throw chairs/tomatoes for some chip damage and dropping some slambucks when you take a countout, to discourage people from doing it too much if that's a concern.
But I don't even know if I'm going to bother backtracking to do sidequests at this point, all because of Vendetta Diagram. Here's how that sidequest played out for me:
>Around 14 hours in (i'm spitballing off my stream timestamps), I flag Vendetta Diagram. Dude is mad at Muchacho and says to meet him at the mines to fight. The quest seems inaccessible at this point (though I have a marker telling me it's out beyond the ocean somewhere).
>About an hour later, Brink's party ends up at the mine. Obviously he isn't Muchacho so I can't do it yet, but I note where the mine is located: south of that Sleepy Dude, east of The Dock Whose Name Ends Up Not Being Relevant To This.
>Muchacho's party eventually ends up in Warpmark Junction, and still has no access to "Brink's Part" of the map, as the parties are pretty well separated in terms of the world map at this point.
>Brink winds up in Tropical Dream, which is right next to Malibu Heights and the Boardwalk Expansion. Malibu Heights is inaccessible -- if you leave Tropical Dream to the west, you can't enter Malibu Heights because there's a wall/fence there. Boardwalk Expansion is inaccessible outside of the entrance area on this side.
>Around 30 hours in (*Sixteen hours after starting the quest*), Muchacho ends up in Malibu Heights, which is right next to Tropical Dream. A search of the world map shows that south of Tropical Dream is the Sleepy Dude. I can go do my sidequest!
>Just kidding, because the fence means you can't least Malibu Heights to the east, and the Boardwalk Expansion is blocked off...right?
>Just kidding again! You *can* leave Malibu Heights to the east. There's no fence there at all!
>There's a fence blocking you from entering Tropical Dream. Neither fence exists in the other party's universe.
>At some point during the next sequence of events, Brink flags a quest to meet Jeff Jarret! In the jungle. Which he can't access. Inivisble wall blocks him from Warpmark Junction which is the only way to the jungle from here. Again, not every sidequest has to pay off immediately, and Jeff Jarrett is worth a good tease! But just keep it in mind -- it's a tease for something I just can't do yet.
>Brink also flags a quest to save someone's family from kidnappers. The sidequest requires you to go to Malibu Heights. You can't go there.
>About two hours later (18 hours or so since flagging the quest, I lost count), Muchacho Man gains the ability to NoClip the Fence That Totally For Real Exists around Tropical Dream and make his way south to the mines.
>I one-shot all of the enemies in this fight because I'm overleveled for this fight by about 17 hours of content.
>Except you can't one-shot some thigns in this game because you have to pin them.
>I can't pin everyone in one round, because it's a handicap match, so one enemy gets up, uses an ability.
>I miss one (1) button press. Game over.
>Re-do the fight, get a hype wristlet. I already have three of these. I've had them for hours.
So not only do I pick up *two* sidequests on Brink that I was excited to do but absolutely cannot, the one sidequest I finally can payoff, after 18 hours...gives me a boring yet annoying fight and an outdated reward.
Also, why does Vanetta need to be the party leader to learn transformations? Why can't the Party Leader say "Hey Vanetta, can you use this?" I missed the transformation in the Jungle because of this and, again, it requires a backtrack so I'll pass at this point. It isn't related to the "tutorial" you get from the artillery, I was able to absorb the vending machine before the Mall Brawl.
All of that being said (again, it's mostly the play-by-play), I really am enjoying the game! And I'm enjoying it a lot more now that I've just decided not to worry about 100%ing the sidequests and just stick to the story beats. Most of my frustration has been related to trying to explore the world map, and the game is desinged to be more linear than that. Just because my expectations were misplaced doesn't mean it's a bad game. Even if I'm frustrated, it wouldn't be the first game that I found frustrating to play casually but really enjoyed doing speedruns of, and I'm looking forward to beating the story so I can start working on an Any% run.
- It's possible for players, post game, to become trapped in the PAW Pillar if they decide to re-enter it. You can enter in alright but if you try and leave, the screen you transition to places your character on the north side of the hidden boundary that triggers the screen transition to the second area of the PAW Pillar. Moving down from that position means ALWAYS tripping that line and being sent BACK to the second area, meaning you can never leave.
- Also post game, I am missing two characters from my Manager roster: Vall A and Captain Lou Albano. Not sure where they went but it'd be nice to have them back.
- The mini-map provided in this game is one of the most barebones mini-maps I've ever encountered in a game to recent date. It gives you a general idea as to where you need to go, yes, but it does not provide pertinent information to the player like the nearby layout for the current area you are in. Furthermore, you can't pull up a map of the area you are currently in for a more in-depth view AND, when out on the overworld, you can't pull up a world map. That last part is REALLY frustrating because if I'm trying to go somewhere in the Meltdown Marauder, there's a good chance I'm gonna be wasting time flying around hoping I actually get to the place I need to go to. Like, of all my gripes with this game, outside of those infernal No-Selling Polar Bears, this is one of my top complaints. There really should've been a world map.
- Having a Bestiary is nice to keep track of various enemies and the like you defeat. It could use some more information to assist players, though, specifically in regards to where you might encounter more of those enemies if you need to later on acquire specific rare materials, chiefly those that require the use of TBJ's thievery skills.
- It'd be nice to be able to use the services of a hospital area not just to heal my guys to full HP but to top off their AP too. By that, I mean, I've had instances where I'm all at full HP after suplexing my way through the countryside but I'm somewhat gassed out on AP so would still like to use the services of a hospital area to top off on AP. The game won't allow me though. Make it so that if either HP or AP isn't max'd, you have the option to get topped off on both or either or.
- I don't have anymore in-depth feedback to provide from here outside of attending to general bug fixes that I am sure you're likely aware of at this point. Stuff like battle music not starting during a fight leading to an awkwardly silent affair, for example.
I enjoyed the game, but it's EXTREMELY rough around the edges in a lot of places. I would say if you decide to do a second Wrestlequest? You built a solid foundation with this title to make a second installment truly shine. Polish what worked to an even finer sheen, correct what didn't work/outright excise it if it has to come to that, and really make something amazing here.
Thanks for your time and your work on the game.
As it stands, it shows all the loot possible from mob drops, whether it is from defeating them in combat outright or having TBJ steal from them. It should really show, distinctly, what items come from what form of action so as to not confuse players as to what they need to do in order to acquire the items they are actually going for from mobs.