If you have Ironclad Cordite with you, he’ll drastically change the way you approach this part of the game. Note: Please be reminded that this guide will have major spoilers. For more locations or quests, you can head back to our walkthrough’s main page. Alternatively, you can check our Wasteland 3 guides and features hub. Yuma County is located at the southeast corner of Wasteland 3‘s world map. You need the Dominator Chassis for the Kodiak so as not to get affected by the radiation storms. Important: There are multiple ways you can approach your objectives. I would suggest keeping a save just before you leave Ranger HQ or before you enter Yuma County. Ideally, you should bring the custom Rangers that you want to keep. You can also choose to bring Ironclad Cordite or not. The way the “King Cordite” questline works is that having him in your squad lets you approach the Yuma County level differently. It’s like an RPG-esque arc where Ironclad Cordite attempts to unite all the gangs. This means being able to approach areas that would normally have mobs that are hostile against your team. Conversely, if you don’t have Ironclad Cordite, then the main quest’s progression will be quite different as you’ll soon find out once you speak with Yuma County’s mechanic. In my Wasteland 3 playthrough, I decided to bring Ironclad Cordite with me, so this guide assumes that you did the same thing. However, I also reloaded an earlier save to check out the other outcomes. I’ll make note of the differences when you don’t have Cordite with you.I played through this setup back in March, when I previewed Wasteland 3, and wasn’t especially impressed. In a world where Disco Elysium and Divinity: Original Sin 2 have pushed the boundaries of what a CRPG can be, it didn’t seem that Wasteland 3 was bringing anything new to the table. After four hours with that preview build, I found it fun enough, but pretty formulaic.Īnd, my initial take wasn’t wrong, per se. Wasteland 3 isn’t as innovative as Disco Elysium. As per usual in choice-driven RPGs, there are factions to ally with or kill. The grid-based combat is a welcome but familiar mixture of new XCOM’s tactics and the “everything-is-on-fire” ethos of Larian’s games. And the writing draws on well-worn post-apocalyptic tropes- expect to meet plenty of cannibals and members of more than one blood-crazed cult. I saw all of that in the first four hours, as I fought the Dorseys, the fanatical hillbilly faction that attacks the Desert Rangers in the game’s opening. But, understanding the scope of the game, and how decisions ripple as you gain access to a sprawl of new locations, is key to appreciating just how good it is. You know how I said I put 50 hours into this game? 20 of them passed before I had even encountered the first rogue Buchanan child. The game smartly allows you to build up your forces, recruiting squadmates and building out your base before it sends you out on your mission.
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