'Two Weeks In Paradise' game mode! (Paradise Lost) We apologize for any inconvenience this may cause. Note: This update will reset user configurations such as button layouts and video settings. So gear up, grab your weapons, and let the mayhem begin as we celebrate 20 years of POSTAL 2! □ You can even cherry-pick which aspects of the game you'd like to see as either original or updated, how cool is that?Īnd that's just the tip of the iceberg! We've squashed numerous bugs and crashes, ensuring a smoother gaming experience for everyone. During the apocalypse, bystanders will now use more weapons too, making for a more thrilling and chaotic experience!įurthermore, those who want to enjoy POSTAL 2 as it was in 2003 can now play 'Classic' mode, which presents the game closer to how it was at launch, before all the modern updates (while still retaining various modern quality of life improvements such as widescreen support). We've also made some significant changes to the game, such as restoring the original number of particles for blood effects, improving Muzzle Flash Effects, and adding new weapon options like Cat Silencers now being usable on more weapons, and dual-wielding Sawn-Off Shotguns. Plus, we've added the Flipping the Bird feature from Paradise Lost into the base P2, expanded Crosshair Customization, and introduced the super-fun Cat Launcher as a cheat-only weapon! Some of the standout additions include improved Steam Deck compatibility, the Two Weeks In Paradise game mode (Paradise Lost), a reworked New Game menu, and a new "Ludicrous" difficulty. Standing out for me is a sequence in the Napalm factory, where you can see a chain reaction of events that leads to a huge explosion within the plant, extending your stay in that particular facility.We're stoked to announce our celebratory update, which brings the widely loved community mod 'xPatch' into the official fold, as well as other improvements! This update is jam-packed with exciting new features, enhancements, and bug fixes that will elevate your POSTAL 2 experience to a whole new level. There was one thing that bothered me, though - while you could clearly hear birds chirping, RWS didn't bother putting any birds in the game! How silly.Machinima (scripted cinematic sequences) were nicely done, and quite good looking. There was a lot of attention to detail, with cats purring, dogs growling, lots of 'natural sounds' around industrial sites, outdoors, etc. The music and ambient sounds in Postal 2 really set up the proper 'whacky' envioronment well. In general, the interiors of buildings were way too empty. Some of the buildings were quite good, including the Paradise Mall (in general), the Post Office and the church. Still, it doesn't take away from the gameplay, and, well, you get the idea. The store, where you have to go buy milk, is one of the weakest buildings in the game, due to how the contents of the shelves were handled (one big texture per shelf, pattern repeated endlessly). It's difficult, at best, to do convincing buildings with convincing contents. The Rocket Launcher is also pretty sweet, although the single rocket concept wouldn't play well in UT 2003.Buildings were hit and miss in Postal 2. I'd like to use some of these weapons in my regular UT 2003 games, especially the Napalm Launcher, Machine Gun (beats the hell out of the UT 2003 minigun) and the grenades. Weapon models were great - very well done, and all having very good visual and sound effects. I didn't have any meaningful negative feelings concerning how the character models turned out. There's even a mod floating around replacing the girls' panties with, well, something more 'au natural'. Virtually all of them are well done, with acceptable detail. It's a far cry from the original Postal, which had the gameplay, but not they eye candy.There are like 100+ NPCs floating around town, women, men, cats, dogs. Most of the 'levels' (sections of town) are done quite well. While the engine isn't quite up to the 'everything is a dynamic, interactive object' state yet, you can break windows, move crates and containers, etc. Publisher: Whiptail Interactive Graphics/Sound/MusicYou should know by now that anything using the Unreal engine has the potential to be a gorgeous looking game, and Postal 2 is no exception.
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