You’ll still have one for the rest of the game, mind you, and you still should focus on spreading the skill set across 4 characters, not 2.
For one, you only create 2 Rangers at the start of the game instead of a full team. The introduction cutscene and the initial situation you’re put in are great and just like in the previous title, you start the game feeling underpowered and scared of the harsh post-apocalyptic reality… Yet, already you’re facing some strange changes and decisions. The opening hours of the game are actually quite good. Wasteland 3 aims to be… different? Frankly, I’m not sure what it aims to be, but the result is not great. It had its own take on a post-apocalyptic tactical turn-based RPG that still remains enjoyable today despite some flaws. Back then I said that it didn’t feel like a Fallout game not because it couldn’t be one, but because it didn’t want to be one. If you're a fan of Wasteland - you should absolutely beat it, but ONLY after completing every single possible challenge from the main game.Even though I’ve still never gotten in the mood to try and conquer the original Wasteland, as with many other cRPGs of that era, I did enjoy Wasteland 2: Director’s Cut quite a lot. If you're wandering about trying out Cult of Holy Detonation - be aware that it is specifically tailored for masters and every other person will face frustration and rage. or let avoid fighting like the very second defence system "fight" - i like that idea very much) AND NOT OVERSHADOW THE MAIN GAME. If instead of being tighly-packed into a single experience which makes player get exhausted of continuous superdifficulty, they should be spread out around Colorado map in a form of optional challenges that would fill the map and make it little bit more alive AND integrate actual superhardcore challenge into the main game and make it feel welcomed and natural (the actual questline of dlc could just use regular fights in place of these. Quickly-accessible, OPTIONAL, narratively isolated so that there is no stakes for losing, while using unique reward as motivation - THIS is how this game needs to implement dlc's challenges. They are supposed to be completable like all other regular hard fights and failing to get through makes you feel like you're underachieving in this game instead of giving clear understanding of actual situation: these are extremely hardcore challenges and are to be approached AFTER YOU COMPLETELY MASTERED MAIN GAME.Īnd the main game actually already has a perfect format for CoHD's challenges: the Scorpitron fights. And then when i started facing almost impossible challenges i became frustrated that my expectations were not met.Įven the fights themselves are just regular steps in a storyline that is secondary from overall perspective. Even the recommended level requierement in the journal is absurdly low. What i wanted from this is to go through some fights, complete some hard skill cheks and semi-quickly resolve storyline in the best way and continue the main story.
Instead of spending couple of hours completing regular sidemission you realize that you need to prepare and fight like you never did before and that just puts entire main game behind the dlc and eventually messes with player's head. Instead, it takes over and COMPLETELY OVERSHADOWS main game gameplay-wise. Somewhat important, yes, but completely avoidable from the main story perspective and is supposed to be just an another small adventure. The answer is in presentation and narrative explanation AROUND the fights:įirst of all, the dlc itself is presented like another sidemission. So, difficulty is a GOOD thing in this DLC, then why all the negative reviews and the rage? Even though the process itself went over the line of being annoying and enraging a lot of times, understanding the larger context of CoHD design allowed me to properly sort out my feelings about it. AN ENTIRE HOUR!!! I was literally going insane from endless slow animations and spawning and companions taking their time to act.īut in the end i had unbelievable feeling of "i pulled through". Each of the superdifficult fights (docks, lab and final boss fight) took me AN HOUR to complete. It was made to appease the crowd that has already spent plenty of time in Colorado and wants something different.Īnd it is really commendable - instead of just churning out a difficult endgame zone developers went out of their way to create incredibly hardcore challenges. In order to understand that i had to look at it's history - the main game came out almost two years ago and the CoHD was just released recently. After i finished the dlc i now understand why it is like that.