Posts Tagged ‘Wasteland 2’

Wasteland 2 To Receive ‘Significant’ Combat Improvements

By Nathan Grayson on January 14th, 2014.

Alec and I each had a go at Wasteland 2‘s Early Access beta, and we both came away whistling upbeat tunes while prepping our shotguns for more. A lot more, hopefully. inXile’s post-apocalyptic revival/alternate dimension vision of Fallout 3 is far from finished, and it needs viscous globs of spit ‘n’ shine in many areas. But those crafty developer types, they’ve been paying attention to every article, video, and sea shanty posted in reaction to their multi-million-dollar baby. They are watching. But that’s a good thing – at least, in this case. Next on the docket for Wasteland 2: vastly more interesting combat, a better UI, improved balance, bug fixes, and even more world reactivity. In other words, pretty much all the stuff Alec and I (and most other humans) asked for.

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Early Impressions: Wasteland 2 Beta

By Alec Meer on December 19th, 2013.

Playing games, especially turn-based ones, at fifteen frames per second is alright for a while, but then I started to feel a bit sick, and every blink I took seemed to last an age. The fine art of pixel-flashing really can do funny things to the human brain when it doesn’t work as intended.

Wasteland 2‘s currently appalling performance (for many, but not all, players) is just one of many reasons that its ‘beta’ tag winds up sounding a little too Mission Accomplished. Which makes this another case of an Early Access game I wish I’d waited longer to play, as right now the experience is much more about trying to stomach the problems than it is enjoying what does, pleasingly, seem to be the alternate-universe Fallout 3 that Wasteland 2’s Kickstarter backers so craved.
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Let’s Chatter Over… Wasteland 2

By Nathan Grayson on December 12th, 2013.

While technically promotional art, my team looks almost *exactly* like this. Except with a homicidal pipe-wielding chef in place of the SWAT dude. Close enough.

Wasteland 2’s beta is officially go! Well, for backers anyway. I booted it up the second Steam finished prying it from some server’s synthetic grip, and I realized something: I was nervous. My expectations were riding extremely high, and I couldn’t help but fear that inXile’s return to post-apocalyptic role-playing’s roots would let me down. What I’d seen up to that point had my head ready to explode like a gerbil full of uncooked rice (and also a blood sausage), but maybe it wouldn’t all come together. Maybe it was pure promise and no execution. All bark, zero bite. 

I was worried over nothing. Wasteland 2’s irradiated peaks and valleys are pretty rad so far. I have some minor quibbles (the interface is awkward, enemy AI can be really dumb, some bugs and glitches), but there’s quite a lot to like here. Watch me play through a few early sections below. Oh, and fair warning: slight spoilers ahead. Nothing too major, though.

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InXile On Date, Length, And Expansion Of Wasteland 2’s Beta

By Nathan Grayson on November 27th, 2013.

Wonderful news from the tweet-o-dodecagon today: Wasteland 2‘s beta finally has a release date. After it slipped from October into daaaaaaaates unknown (woooooooooo), inXile CEO Brian Fargo has claimed the Kickstarter darling is only two-and-a-half weeks out. That in mind, I got in touch with Fargo to find out what took so long, how much of the game will be available in the beta, whether it’ll expand over time, and what all of this means for the final game. Read on for the full thing.

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The Earth Still Burns: Wasteland 1 Re-Released At Last

By Alec Meer on November 15th, 2013.

On the day that the great Rumour Dance begins throwing initial shapes about a possible Fallout 4, it seems appropriate to also herald the re-release of the original Wasteland, the proto-Fallout. InXile, currently working on Wasteland 2 and Torment: Tides of Mahnamahna, have been trying to wrangle download store rights to the 1988 Interplay RPG for some time, and a couple of days ago their plans bore post-apocalyptic fruit. An enhanced edition of the game’s now available from the usual suspects, and apparently this is its first official availability for two decades.
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The Kindness Of Rangers: Wasteland 2

By Adam Smith on October 21st, 2013.

I read all of the Wasteland 2 updates and spend a good five minutes afterwards collecting my belongings and disembarking from the hype train. It’s a dangerous vehicle and the rails that it rides take it to the scorched terrain of Disappointment’s Desert, wherein lie the ruins of the mighty citadel, Grand Expectations. The Wasteland 2 team are making all the right noises and then transcribing those noises and sharing them on the internet. The latest news coming from the inXile camp comes from the splendidly named Montgomery Markland and contains information about the Wasteland 1 re-release as well as plenty of details about survival and exploration in the sequel. But that’s not the best of it – there is a header that reads “Dying of Murder”.

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Wasteland Kings Is Now Nuclear Throne

By Jim Rossignol on September 30th, 2013.


Vlambeer have announced that splendid-looking shooter Wasteland Kings is being renamed Nuclear Throne. It seems that this move is in no small part down to concerns expressed by inXile over possible confusion over the contemporaneous development of Wasteland 2. They explain that “It’s a bit of an haphazard announcement, with Justin Chan’s beautiful artwork above still not being finished, without us having a new logo and before we’ve been able to properly change the name on all the platforms officially, but we thought that if we’re doing open development we might just as well be open about it.”

You can watch the Eurogamer Expo Wasteland Kings presentation, in which the name change is mentioned, below.
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Watch Eighteen Minutes Of Wasteland 2

By Jim Rossignol on August 29th, 2013.


Wasteland 2 is looking increasingly like one of the most delicious fruits of Kickstarter. Evidence for this claim can be found in a huge slice of the prison level, which has been played, filmed, and narrated by project lead, Chris Keenan. You can watch it below. The footage shows a lot of the lovely-looking Unity-powered game in motion, as well as revealing some details about the sort of challenges the game contains for players, and some of the ugly actions they are able to undertake. I suppose you might not want to look in case of spoilers, but I rest safe in the knowledge that my sieve-like mind will have lost the details by the time I come to play the game.

Watch!
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Brian Fargo On InXile’s Darkest, Publisher-Driven Days

By Nathan Grayson on August 15th, 2013.

The future is looking very bright for Wasteland 2 and Torment: Tides of Numenera developer inXile. Very bright indeed. Two wildly successful Kickstarters and one nearly complete, maddeningly exciting game later, Brian Fargo and co have finally found their niche. Or rather, they’ve settled back into the comforting clockwork of an old wheelhouse, an old home. But the road to this point was hardly an easy one. The developer-publisher relationship has always been rather skewed, and inXile’s taken its fair share of licks. Some times have been good (see: The Bard’s Tale), and others, well, others have been Hunted: The Demon’s Forge. The latter, especially, is a sore spot for Fargo, but he’s been burned by various publishing arrangements far more than once. He and I discussed that subject, whether Kickstarter is inXile’s permanent solution to that problem, and tons more after I saw Wasteland 2. It’s all below.

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How Wasteland 2 Will Acknowledge Gender, Discrimination

By Nathan Grayson on August 9th, 2013.

If all goes according to plan, Wasteland 2 will be one of the most reactive, choice-driven games to grace PCs since man first rubbed two sticks together and invented the keyboard. Everything from juicy bits of dialogue to party members to entire locations can vanish or appear in an instant, all thanks to your actions. And wastelands, well, they tend to be pretty nasty places, radiation-scorched cesspits of violence, prejudice, and, er, waste. So naturally, some characters are going to hate you for simply being, well, you. inXile’s hinted at the system in Kickstarter updates, but I found myself exceedingly curious about how it’ll all actually come together. Here’s what the developer told me.

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A Day With Wasteland 2

By Nathan Grayson on August 1st, 2013.

I recently had the privilege of visiting inXile’s balmy, exceedingly pleasant beachside lair (they don’t make exiles like they used to) – at which point I of course did my best to avoid the light of day as much as possible. I was in Southern California for one reason and one reason only: to explore a festering, godforsaken bullet hole of a wasteland, and this time it wasn’t even Los Angeles. Or at least, not the real one. Wasteland 2 was the name of the game, and inXile was kind enough to show me, well, pretty much everything.

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Wasteland 2’s Delay: All About Making Choice Matter

By Nathan Grayson on July 30th, 2013.

Wasteland 2 isn’t coming out when we thought it was coming out. That’s probably the greatest tragedy of modern times, maybe of recorded human history. But the reasoning behind it is actually far more interesting than inXile’s original blog post let on. Yes, yes, polishing up the rusted over cessparadise is a big part of the developer’s reasoning, but even once it’s feature complete, creative effort will continue right up to the last second on one key portion of the game: choice and reactivity. Think less Mass Effect, more Witcher 2 with a hint of Deus Ex. And maybe even more than that.

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Time’s A-Wasteland: Wasteland 2 Delayed

By Nathan Grayson on July 20th, 2013.

In all honesty, I don’t get terribly excited about many games anymore. I mean, I still love them, but there are just so damn many all the time, skittering around in the vents of my life and eventually emerging to nest in my hair. So it is something of a significant statement when I say I’m really, really excited about Wasteland 2. I want it gracing my radiation-scorched palms right this very moment, but instead it looks like I’ll have to wait until a sooty, mysterious undetermined date. Now, there is good news here: a beta’s launching during the game’s original release month of October, but it will (at least, initially) be backer-only.

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