So nobody else has read it?
Anyway here's a shortened version for those who haven't and/or don't want to:
- WL2 begins 15 years after WL1.
- Once again you create a party of 4 fully customizable Desert Rangers with a max of 3 NPCs being able to join your party. NPCs are more than just pack mules or extra guns devoid of personalities this time. Vision doc suggests personalities similar to Jagged Alliance 2's mercs.
- You can write player bios and import custom portraits in WL2.
- Similarly robust skills set and leveling mechanics as in WL1.
- Fully customizable UI.
- Like WL1, WL2 will be non-linear, so you can go to dangerous zones right off the bat (and promptly get shot to pieces). There will also be very interesting places to explore, just like WL1 and the Fallout games.
- Like it's predecessor, it's going to heavily rely on text to narrate details.
- Keyword responses are back. I am guessing most of the game will use selectable responses as dialogue choices, but you definitely can type certain keywords to evoke unique responses from the other party, that may open up new choices.
- The world reacts to your party composition, appearances, choices, health etc. According to the description, "encountering a horde of Leather Jerks shortly after being bloodied and
out of ammo from an unexpected Reagan Hover Tank fight is going to spark a much different reaction that rolling onto the scene with upgraded automatic weapons and proton axes while riding the same Hover Tank you were fighting previously."
- Choices and consequences (cause and effect) no longer one-dimensional. Expect to have rippling repercussions, rather than just opening up a new chain of quests.
- Modding!
- Humour!
- Emergent gameplay and combat. Because of personality traits and AI advancement, you can find different and unexpected ways to confront an enemy. An example is "luring a bloodthirsty nest of Sewer Lizards into (some priests') lair". Environments can be used to your advantage too. Timekeeping system to be used is turn-based mode.
- Multiple ways to overcome a non-combat situation e.g. doors, and these will affect how characters on the other side respond to you.
- Environments are going to be richly detailed.
- Combat will be very reliant on tactics, line of sight and fog of war. You will be able to use stealth or brute force at your discretion, but ammo and resources are going to be scarce.
Post edited June 12, 2012 by lowyhong