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https://steamcommunity.com/app/240760/discussions/1/613937306573584023/
I tried many times, but before the fog of war vanishes, the scene starts. Is there some vision range extender skill? I dunno if any of them helps in that regard. Maybe you just need the best sniper rifle with the fattest scope.
Got a level 18 sniper, with max skill and a M24 with high powered scope :D
Apparently, she is absolutely not made to be saved, and if you do so, she'll give you some ERROR message if you try to talk to her.
Once again, wasteland 2's way to force pathos on you, because otherwise the "you can't save everyone" loading tip would be wrong.
It's rather similar to the woman in the Prison begging for death, or AG center vs Highpool. It's scripted. No matter how hard you try, it's not going to end well.
- Subtract content
- Subtract choice
- Subtract choice created by creative approach
Only thing sadder is that "interactive novel" or "visual novel" (whatever the term) is an actual genre.
Complaining about that is like complaining that you are forced to kill raiders when combat starts rather than having some way of resolving things with them peacefully. It's a game that doesn't give you 100% freedom. Get over it.
The comparison you just made is painly absurd.
What is it with the fanbase of Wasteland 2 and a ruthless dismissal of criticism?
I saved a guy from cancer, I have a medic with 10/10 surgeon/first aid, and I can't even try to save a woman ? I can't even tell my doc to examine her ! I'm just like "oh this random person in the wasteland thinks she is going to die, I'm sure it's true then !". I'm so thankful real life doctor don't think that way.
How is that even comparable to raiders ? Raiders I can't, no matter how hard I try, talk to them. In those case, I totally can. Point is, someone saved her, but the game is made so it doesn't work ! If you wanted a comparison, that would be raiders you can talk to, but the only answer possible is a psychotic one. Like "ME LIKE KILL !".
I was able to save highpool so fast, that I went to AG before the second call, when the game was still EA. And it was hilarous because I had the second call and the 3rd one as soon as I loaded AG, just because it's scripted that way. I don't even know why she called the ranger citadel, I was in front of her anyway. When she was saying they breached the door. And she still managed to say they were all dead, even though she was dead. Already.
As I said, I'm fine with pathos I can't avoid. I'm fine with "you can't win" situation. But ingame, those situation are forced. They doesn't makes sense. They can even be avoided sometimes. Yet, they still happen.
Totally breaking the 4th wall in the process, because who cares ? We need pathos there !
So much for the game that let you handle quests your way. Unless it's scripted you can't.
So because the game doesn't allow you to talk to raiders, it's OK to have to kill them. But because there's script/design bugs with some scripted events, you'll complain not about the bug, but that the bug doesn't lead you to a different part of the script that you want to exist but doesn't? Do you not see how little sense that makes? Do you not realize that everything in the game has to be coded? Dialog has to be written. Why would they waste resources for a scenario that wasn't supposed to be possible in the first place?
And BTW, since you seem to have missed it, but you didn't save a guy from cancer with your medic/surgeon skill, you gave him magic pills that someone else created that you happened to find in a box. Like that makes sense, because none of those mutants can pick a lock or would have looted that room in all the years they lived there.
You can also try to use your medic skills on Sarah. The game tells you that her injuries are too severe to treat in the field.
It's a game. Most things in it don't make real world sense. That guy in the rail nomad camp who is on the ground yelling for medical help will still be there if you ignore him and come back much much later. Why? Scripted! Why is it scripted? Because it generally makes for a better game that way. Make things too open and too "real", and you're going to have a lot of people ♥♥♥♥ things up by accident, and then complain on the forums or leave bad reviews saying that the game isn't being fair. Heck, that already happens with the Ralphy scripted event, because it's timed.
I'm not sure what you think the point of bringing up EA bugs are. How is it a surprise that if you break scripted events because of game/design/script bugs, things don't make sense?
https://steamcommunity.com/app/240760/discussions/0/613936673514523565/
So they removed a quest to make the wasteland oooh so much more nastier. Why are we even killing her? People with legs aren't useless, and you shouldn't listen to people in pain, because they clearly just wanna die. Maybe she has a kid back home or something?
I guess if she is going to die anyway, killing her swiftly would be the thing to do. BUT MAH CHOICES.
WE don't kill her because she has no legs, she begs us to kill her because she is in intnse pain and severly mutilated. It is not our decision to end her life, she begs us to do it
This was never confirmed and is quite possibly a rumor. I even asked about this long ago on the official forums and nobody gave me an answer. I used some modding tools to look at Sarah's script and it makes no mention of prosthectics but there is definitely dialog for her being saved from the raider, so that seems like it was always intended for you to be able to snipe the raider and save her.
Doctor Kyle also makes no mention of Sarah.
But on that I agree a lot with you both, and feel you pinpoint well the problems sources and consequences.
I still consider overall Wasteland 2 DC (when it will be cleaned) > Dragonfall > Divinity Original Sin > DAO > Wasteland 2 > Pillars of Eternity. But I don't like at all this design approach.
In fact PoE did much worse with such a heavy and inelegant abusive focus on being dark up to be ridiculous. But In WL2 DC or not, yeah it's forced pathos, it generates plenty false or crap choices, it limits a lot the freedom in the situations with choices, and it generates sequences that feel totally artificial.
But visual novel, sigh, play one before to throw such ridiculous arguing only trying a pathetic attempt to hit the mind through a pure lie.
I did. It was... Love Hina something for the Game Boy Advance. I thought it was hilarious until I found out it was a genre... and a television show... and a genre of television shows. Then again, Sitcoms also exist.
Rhetoric is not lies. It doesn't always depend on explicit logic, but that's what makes it useful. Most people are not able to be swayed by logic and evidence, thus you learn to wield emotion.
If you compare that Love Hina game to Wasteland 2, you'll come up short on gameplay (W2's gameplay still reminds you of a mobile game) but you'll find a lot more choice, consequence and style in storytelling in Love Hina. Wasteland 2 wasn't shovelware though. It's not supposed to be filling out the itunes store or whatever. It's supposed to be a visceral sequel in a robust genre. It's spent enormous resources in time and energy on filler and background while ignoring glaring design problems, shedding options by the edition and shrugging openly at artistry.
Fan fiction isn't a design philosophy. It's a stepping stone from the seating to the stage.
I just find it worrying when so much energy is going into the Emperor's New Clothes. It might have consequences for people who try to evaluate the gener by Wasteland 2, rather than the other way around.