Just walked around to all the specific spots. And they did no quests or chose any dialogue options to have shrines or caches pointed out on the map by NPCs. I made sure that my team of Rangers had no such skills at all. I have read that Perception is used to spot stuff on the world map, but that was not my experience during my test run in Director's Cut. No skills or perks necessary, apart from one hidden cache in one playthrough, where the cache in the north-western corner of the Arizona map wouldn't pop out until I got one of those exploration perks from the Outdoorsman skill. I'm not sure how you find shrines in the release version, but in the Director's Cut I just had to walk to the exact spot where there should be a shrine, and it'd rise up out of the ground. We hope you join us in the wasteland - it’ll be the true post-apocalyptic RPG you’ve been waiting for.Quirks and Perks are not in the release version of the game. So, with that said, we are eagerly looking forward to our launch on October 13th, 2015. On top of that, we added Precision Strikes which let you do targeted attacks on your enemies, crippling them and increasing your tactical options in fights to create some really chaotic combat encounters. Quirks let you specify new personality traits that will have both advantages and disadvantages when you create your characters, and Perks let you pick special bonuses and new abilities as you level up throughout the game. Our character system got a big boost with Perks and Quirks. Some of the changes we made were more on the gameplay side. That meant totally redoing all our character models, environments, and lighting to take proper advantage of next-generation hardware. We did a complete graphics overhaul by moving to the Unity 5 game engine, including its new physically-based rendering system. Of course, there are tons of changes we made to improve Wasteland 2 on PS4 as well. The result is that playing Wasteland 2 on a controller is a faster and smoother experience. Instead of a point-and-click interface as we did on PC, we switched to contextual and radial menus that let you quickly select actions and gave you the ability to change between combat targets using the shoulder buttons. This also involved studying some other great turn-based games like XCOM: Enemy Unknown. Instead of simply trying to port the controls over, we looked at it as if we were starting from the ground up. Obviously we didn’t want to lose any of Wasteland 2’s complexity, so we knew we had to totally rework the game to play well on consoles. One of the biggest challenges was controls and user interface. That means we took Wasteland 2 and looked at it as if it we were making a brand new game for consoles right from the start. Translating that PC-centric experience to consoles was a challenge with some people not believing we could take such a large and complex game to PS4, but we did it! We have always felt that it’s our mission to bring the best game possible for each platform without compromising. We combined complex character building, an extremely reactive storyline and game world, and tactical, explosive turn-based combat to give you a deep, post-apocalyptic RPG experience. For those of you who haven’t heard of Wasteland 2, it’s a role-playing game where you build a squad of Desert Rangers in post-apocalyptic Arizona and California.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |