In a nod to the Fallout games the original Wasteland paved the way for, "Precision Strikes" now allow you to take shots at specific body parts for a better chance of a critical hit. With the Director's Cut, though, some new options provide some necessary variety. Sharper ShooterI said last year that Wasteland 2's turn-based combat tends to devolve into weary monotony after a few hours of play, and that tendency remains. All the same, that still doesn't help much when you're digging through your inventory and trying to read the tooltips. “The saving grace is that the Director's Cut includes what feels like hours of new voice work to add some punch to lines that were once only "spoken" on the readout, and they maintain original's rather surprisingly high-quality voice acting without. For all the work that's been done, Wasteland 2 still looks like a game that's from several years ago. That extends to the character models, which may outshine their 2014 predecessors in detail by still look simple and muddy up close. It's a step up, no doubt, but I admit I wouldn't have noticed anything was different had I not taken the time to compare the two. The ground around him is parched and sandy in this release, with asocial clumps out grass scattered about rather than the green blanket found in the original. The rocks and trees surrounding his home look more real now, as a result of the shift the the Unity 5.0 engine. I'm thinking, for instance, of a decrepit trailer found early in the game, where a merchant named Wormy Jim cautiously hawks his wares. The catch is that most of the time the Director's Cut merely looks different and not necessarily better. Comparing the two versions side by side, it's easy to see that inXile remade each level down to the smallest detail, introducing new textures and populating formerly sparse maps with additional environmental objects. New Look, Same FeelI'm much less in love with the "complete visual overhaul" the Director's Cut brings. It's generally not that much of a problem, but early on there's a segment with explosions that forced me to rely heavily on the "wait" command for most of my party members while my lead ranger scouted things out. The one drawback of all this is that sometimes the AI pathfinding falls short. Navigating party inventory is similarly simple, as it merely requires cycling through the various rangers in your party with the left and right bumpers and transferring items with a click of the X button. It's all wonderfully intuitive, and it helps keep the action moving at a brisk rate. The right trigger handles combat abilities in a similar fashion, allowing you to reload or activate a skill like rapid fire with minimal effort. The character with the proper ability will then announce that they'll take a shot at it or somesuch, and boom, hopefully you’ve got some new goods. All you need to do is walk up to a safe or locked strongbox, pull the left trigger, and select the appropriate action from a skill wheel. It particularly performs well when applying character skills such as lockpicking and safecracking to environmental objects. “I'm also impressed with how well inXile handled the transition to gamepad-based play.
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