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>Play Wasteland 2 for the first time
>Create a team of four, one premade char, three custom characters.
>Quickly get attached to the team, imagine their interactions, their behaviour.
>The team is made of a sassy junkie female punk medic, a native american tough guy with a knife, a wasteland cowboy past his prime and an optimist, quirky asian teen with a passion for prewar technology.
>In the first minutes of the game, pick up a veteran ranger whose lover was killed. She's a big girl, good with a rifle, and a pro at kicking doors.
>Get to chose between rescuing an agricultural research plant and an outpost.
>The agricultural research center is the closest, go there.
>It's filled with mutant insects, animals, fungus zombies, exploding plants.
>The few survivors are generally a bunch of assholes.
>The center is hell : poison gas, ennemies everywhere, an immensely powerful boss. There are never enough ammo, never enough healing items.
>During the hours it takes me to end the quest, all of my five characters have been infected with the fungus. The clock is ticking : they have a few hours left to live.
>But there's a cure.
>Fact is, only five shots are available.
>One is enough to save a whole agri center, if put in its irrigation system.
>But that means one of my guys has to die.
I cured them all, and ran away, leaving the doomed center behind.
My team never came to save the survivors in the first place : we only came to activate a device located in the center. It's done, our main quest can continue.
But by doing so, they betrayed the badge they're wearing, condemning the lives of those they were supposed to protect to save their own.
I can only imagine the team, sitting around a fire, trying to find reasons. They were wea, they were ungrateful assholes, they were too blind to prevent the catastrophy.
But deep inside their hearts, they know.
They know they failed as rangers.
And now, /v/, I feel the feels.
>Create a team of four, one premade char, three custom characters.
>Quickly get attached to the team, imagine their interactions, their behaviour.
>The team is made of a sassy junkie female punk medic, a native american tough guy with a knife, a wasteland cowboy past his prime and an optimist, quirky asian teen with a passion for prewar technology.
>In the first minutes of the game, pick up a veteran ranger whose lover was killed. She's a big girl, good with a rifle, and a pro at kicking doors.
>Get to chose between rescuing an agricultural research plant and an outpost.
>The agricultural research center is the closest, go there.
>It's filled with mutant insects, animals, fungus zombies, exploding plants.
>The few survivors are generally a bunch of assholes.
>The center is hell : poison gas, ennemies everywhere, an immensely powerful boss. There are never enough ammo, never enough healing items.
>During the hours it takes me to end the quest, all of my five characters have been infected with the fungus. The clock is ticking : they have a few hours left to live.
>But there's a cure.
>Fact is, only five shots are available.
>One is enough to save a whole agri center, if put in its irrigation system.
>But that means one of my guys has to die.
I cured them all, and ran away, leaving the doomed center behind.
My team never came to save the survivors in the first place : we only came to activate a device located in the center. It's done, our main quest can continue.
But by doing so, they betrayed the badge they're wearing, condemning the lives of those they were supposed to protect to save their own.
I can only imagine the team, sitting around a fire, trying to find reasons. They were wea, they were ungrateful assholes, they were too blind to prevent the catastrophy.
But deep inside their hearts, they know.
They know they failed as rangers.
And now, /v/, I feel the feels.
