Thinking about the game past and future, here is "my little list" version 2016. WL2 definitely is one of the Great Games I enjoyed these last years, and a definite recommendation in my book.
What was great:
- Post-apo, 80s spirit, guns, sweat and dirt all around, cruelty, dialogues, rewarding progress, ...
- Game was viable on Linux. Thank you so much for that. Full of bugs (the ulimit files thing, no achievements, and crashes when loading a game), but none was game-breaking in my experience.
- Turn-based combat.
- Verbose descriptions all around.
- Radio - efficiently used to set a tone, to teach lore, to add audio flavour, to give missions. It's good and easy. The level-up thing is a bit far-fetched, one of WL1's mechanics that could go away.
- Multiplayer - Right now, I don't find the perspective of having someone else fulfill quests when I'm not here very appealing.
- Vehicles - Fallout fans had the same typical "must have". I didn't get it then, I do not get it now (just like dragons and romances). Not worth the effort if you ask me, but hey. I'm a pedestrian at heart.
- Mods support - This is another "must have" with zero appeal to me.
- Combat - It's difficult to play WL2 after playing X-Com... Director's Cut added another layer of tactical options and it was welcome, though. Note: if combat is "too" good, you won't want to resolve conflict peacefuly.
- Pop references - Okay, I may be alone here, but I think WL2 is on the "too much" side of it. Humour is very personal, and cultural. It often works for me, especially in the descriptions (some are very good). But dildos and betamax and shit and E.T. tapes and so on a hundred times, is just silly/childish or obscure. It's fine being American-centered (it's Arizona, I get it) but there is a toll for me. Bukowski: yes. 90s-TV-shows-references: no.
- Backers' content - some millionaire's name or personal "philosophy" springing at a "shrine" is nah, get-out-of-my-game.
- "Scraps" - I don't understand what it is and why it makes sense as a currency.
- Skills and stats - charisma wasn't very clear as to how it was used, the lack of connection between skills and stats was surprising (we are so used to it that it took me a few hours into the game to realize there wasn't much). I wouldn't now what to do to improve it. Game designer is a hell of a job.
- Skills - their abundance was a must-have for a WL1's proper sequel. WL3 doesn't have to. And I think it's time for toaster repair to get to rest. It is "fun" so it shouldn't be overdone.
- Quests - Not sure. Something about quests I need to think about more precisely. Some events felt kind of flat, like if the intention of the designer was a bit too visible. As in, you took a decision thus consequence... but you could still do something about the situation, only the game won't let you because "it's done" (Virgil quest comes to mind).
- Save-scumming :'( I cannot not reload a game if I've locked myself out a chest, it is impossible. And I despise myself for it. But I would probably hate the game if the dice were rolled once and for all when I enter a map. I even reload sometimes when I feel a chest is supposed to drop a good weapon for instance but it's just not the kind of weapon I want ("hey chest, for the 14th time: give me a blunt weapon at that tier, would you?"). Yup, throw stones at me, I deserve it (...also, I'll reload if you hit me).