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POSTAL 2: Share the Pain
Multiplayer FAQ


When will POSTAL 2 multiplayer be available?
When it's done. Oh, wait. It already is done! The Demo is available here.

How do I get POSTAL 2 Multiplayer?

Good question, Billy. There are two ways to get it. If you bought POSTAL 2 before it had multiplayer then you can get the "Share The Pain" upgrade version. If you don't have POSTAL 2, or you pirated the game like a total loser and now you want to prove you're not an utter scumbag, then you would get the full version. Either way you end up with the same thing -- single player and multiplayer, all in one.

For those who remember it differently, read this note from Vince Desi explaining why things changed.


Will it have <insert your favorite multiplayer feature here>?
Hold your horses Ritalin boy, this is an upgrade we've been working on for a few months, not years! You're not going to get every feature and play mode ever conceived plus whatever fantasy modes you wet-dreamt last night. You'll get your basic DeathMatch and Team DeathMatch plus our own special twist on CTF that we call SNATCH, and a neat little game type called GRAB. And you'll get a bunch of neat-o maps to play them in. You'll get crazy characters to play as such as Gary Coleman and the Gimp and you'll get multiplayer-fied versions of most of our single player weapons, which work pretty differently than other, lame-o multiplayer games. And yes, you can piss in your little friend's faces if you so desire.

But you're using the Unreal engine, why didn't you just
include multiplayer in the first place? Are you morons?
Contrary to popular belief, using the Unreal engine only automatically implies functional multiplayer if all you're making is a graphics mod of Unreal. Since we recoded all the weapons to make them functionally cooler than just 11 variations on a basic projectile weapon, it took real effort to get our stuff to work correctly in single player, much less in an online multiplayer server environment. You have no idea how many things were actually hardcoded in Epic's multiplayer code to NOT ALLOW some of the things our weapons rely on to function! So now you know. There is no multiplayer fairy. Stop crying.

So what makes you think your multiplayer is worth a shit?
Why you little snot-faced prick... If your mom wasn't so hot, I'd...
...<ahem>...our multiplayer has a different feel for several reasons. First, as stated already, our weapons function a bit differently and have some interesting strategic properties, such as the ability to alt-fire grenades to set mine traps and the fact that you can shoot or kick normal and seeking rockets to avoid getting blown up, possibly sending them toward some other poor schmuck in the process.

Other weapons have some neat properties too, like the scissors, which , when alt-fired ricochet around wildly. Pretty good cover for escape in enclosed spaces. Normal or Alt-fired molotovs can also serve this purpose. Our whole sniper rifle scheme is pretty innovative so as to balance it's one-hit kill ability by giving the targeted player a warning and also making the shooter give away his position and possibly become vulnerable to counterattack. Basically, the sniper rifle is super powerful if you're skilled with it, but has enough trade-offs that it doesn't dominate the game. The same goes for our rocket launcher. The fact that you have to spend time "charging up" the shot and the relative slowness and clumsiness of the seeking rockets prevent it from becoming unbalancing while still leaving it plenty useful in skilled hands.

We've found that there isn't any one weapon that's terribly more useful than another depending on your strategy and skill. In testing, our matches never degenerated into "whoever finds X weapon first dominates the game". With practice, players are just as deadly with nearly any weapon in the game. Except maybe the shovel or kicking...

Plus we allow for health items that you can carry and use as needed. We've found that this doesn't adversely affect the game since in the heat of battle it's easy to forget to press "T". These items can also be dropped to make pretty tempting lures if you're an ambush kind of person...

Yeah? So what ELSE makes your game so different?
Our map design is pretty different from what you're used to seeing. We lean heavily toward richly detailed environments that are packed with stuff to hide behind and alternate routes and sneaky hiding places. In testing we're finding that this approach allows a much greater capacity for unique strategies than you find in your typical wide-open figure-8 sci-fi pipe-festooned and/or Egyptian-motif boredom fests.

What's this whole "Snatch" thing that Desi is so excited about?
SNATCH is our twist on Capture The Flag (CTF). Basically, instead of capturing a flag, you're capturing the other side's hot, dancing Postal Babe. The idea, obviously, is to end up with BOTH hot dancing babes in your team's giant heart-shaped bed. If I have to explain any further, then it's obviously past your bedtime.

Now I'm hearing about some weird new mode called... "Grab?"
GRAB works like this: there are ten bags scattered throughout the map. Each bag you pick up multiplies the amount of damage you deal out with the normal weapons and kicking. More bags, the more badass you are offensively. You are not any harder to hurt, however.

The object is to be the one with all ten bags. You can see who has bags both on the radar (which is always active in this mode, you don't have to pick them up) and by noticing the bag stuck to player's backs. The more bags they've collected, the larger the bag on their back.

It's pretty funny when you've got one guy with most of the bags and everyone else gangs up on him, causing a riot when they all try to grab the shower of bags that fly out of the poor dead guy... This is the one game type that doesn't allow any inventory-friendly health pickups. That means no "health pipes" or fast food bags. Just medkits, pizza and SKILL.

Will there be vehicles?
No, and there won't be puzzle games, charisma points or juggle combos either. Aren't you late for school?
UPDATE: Okay, I sorta lied. While we don't exactly have juggle combos, we have discovered that if you jump-kick someone who is already in mid-air, they will fly really, REALLY far. For extra amusement do this in Grab when you have several bags.

It's making us laugh so much that we've decided to leave it in. Just be aware that it's possible to get launched into parts of the map where you're not supposed to go, so if you get stuck, get a truly heinous frame rate due to seeing too much at once, or fall off the terrain to your death, it's your own damn fault.
* Note from Vince regarding the Share The Pain upgrade:

We're sorry to have to charge for the upgrade to POSTAL 2: Share The Pain. We know we have the best fans in the world and it sucks that we had to do this, but we had no choice. Our relationship with the publisher became a mess and the only way we could get this new POSTAL product published was to do it ourselves, and this cost us money we didn't have, also we had to pay for the game servers, anyway enough excuses, it sucks and we know it, but we hope you understand. It's the best we could do, you get all the new multiplayer stuff for 10 bucks.

Thanks
Vince Desi


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