Yesterday I've just asked myself: what would make WL2 WL2, other than the word "Wasteland" in the name? Why should not I think that it's just yet another postapoc game?
Thinking of this, I tried to figure out which elements defined WL1 for me, and hence which elements would make WL2 really WL2 for me.
These are (in no particular order):
- 80s vibe;
- lots of wicked-looking robots of insane design (just one Scorpitron is not enough, especially considering it completely contradicts the WL1 picture);
- radiation;
- adventures in one's brain (i.e. Finster);
- readily available Citadel with extremely fat loot;
- desert with scorching sun healing my wounds through the canteen;
- lots of radiation;
- a location where only females can enter (remember that toilet in the casino?);
- gas masks;
- textual violence;
- gradation of wounds: UNC-SER-CRT-MRT-COM-death;
- power armour;
- an "escape-the-base-before-it-goes-off" quest;
- a monk with a VISA poster.
What about your elements?
What of the above can I hope to experience in WL2 (80s vibe is sort of confirmed)?
Thinking of this, I tried to figure out which elements defined WL1 for me, and hence which elements would make WL2 really WL2 for me.
These are (in no particular order):
- 80s vibe;
- lots of wicked-looking robots of insane design (just one Scorpitron is not enough, especially considering it completely contradicts the WL1 picture);
- radiation;
- adventures in one's brain (i.e. Finster);
- readily available Citadel with extremely fat loot;
- desert with scorching sun healing my wounds through the canteen;
- lots of radiation;
- a location where only females can enter (remember that toilet in the casino?);
- gas masks;
- textual violence;
- gradation of wounds: UNC-SER-CRT-MRT-COM-death;
- power armour;
- an "escape-the-base-before-it-goes-off" quest;
- a monk with a VISA poster.
What about your elements?
What of the above can I hope to experience in WL2 (80s vibe is sort of confirmed)?