Posts Tagged ‘inXile Entertainment’

Wasteland 2: Director’s Cut Emerging In October

After releasing Wasteland 2 [official site] last September (it was pretty good, said we with a few grumbles), developers inXile Entertainment set about polishing it up. That was partially for a console release, but also to make it fancier for us all.

Coming as a free update to owners of Wasteland 2, The Director’s Cut brings improved graphics, new character perks and quirks, a rebalancing, and other nice things. inXile have now declared a release date, a little later than their planned summer launch, but not too far away: October 13th.

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New Name, New Trailer For Wasteland 2 Director’s Cut

A ‘Game of the Year Edition’ is, of course, the base game plus its DLC/expansions, released to put everything in one convenient bundle for newcomers and to boast that at least one person, somewhere thinks your game is amazing. That’s not what Wasteland 2‘s [official site] GoTY Edition was going to be, so wisely they’ve changed the name.

A new trailer shows off a little of what’s now called Wasteland 2 Director’s Cut, with its new engine and whatnot.

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Torment: Tides Of Numenera
How inXile Are Bringing Pen-and-Paper To PC

I’m interested in Torment: Tides of Numenera [official site], but not for the typical reason around these parts – I’ve only ever played the first two hours of Planescape: Torment, to which the game is a spiritual successor. Instead, my interest is the result of playing the game’s other source material: Numenera, a pen-and-paper roleplaying game set a billion years in the future, which throws out much of the levelling, stats and combat of D&D-derived games in favour of a streamlined system that favours storytelling and improvisation above numbers and hard rules.

Curious about how many of the pen-and-papers unusual systems were being translated to a computer RPG, I spoke to inXile’s Colin McComb and Thomas Beeker – creative lead and associate producer, respectively – about bringing effort, cyphers, GM intrusions and backstories to the PC.

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Scary Monsters And Nice Sprites: The Bard’s Tale IV Trailer

inXile Entertainment are seemingly transitioning to being a crowdfunding-only studio, freeing themselves of publishers by leaning on fans and admirers. They’ve picked a trick or two up from their years with publishers, though. Such as: never release a trailer alongside your big announcement; save it for a few days later to score a second surge of interest.

So here’s the first “in engine” trailer for The Bard’s Tale IV [official site], inXile’s follow-up to Interplay’s 1980s dungeon-crawling series, which is currently storming Kickstarter.

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Epic Lute: Brian Fargo On Bringing Back The Bard’s Tale

Looks like concept art. Is actually in-game shot. Except the logo in the bottom left. That would be INCREDIBLY distracting.

Having successfully brought Wasteland back to life with the help of 61,920 of its closest friends, Brian Fargo and inXile Entertainment are turning their attentions to another classic RPG – The Bard’s Tale [official site]. Forget the appalling comedy vacuum from a few years ago, this is The Actual Bard’s Tale IV, both a return to and modernisation of dungeon crawling with a few new tricks up its sleeve. The Kickstarter begins June 2nd, but Fargo gave us a quick preview of what to expect.

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Free Wasteland 2 Add-On: Better Graphics, New Stuff

click to embiggen me. Missus.

Despite generally positive buzz, I didn’t get too far into Wasteland 2 [official site] because babies/RPGs are so long, but if there’s one guaranteed way to make me revisit a game it’s to improve its graphics. So many years of playing games, and still I’m such a moth to pixel-shaded flames. Pfft, like new graphics ever actually made a game more enjoyable, yet I choose to believe they will every single time. New graphics aren’t the only addition to the newly-unvieled Wasteland 2 GOTY Edition, however. “Major enhancements to gameplay”, apparently. Most importantly it’s free to all existing W2 owners.
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Near-Future: Wasteland 2 Possibly Delayed A Mite

So tacky, Los Angeles.

August is here! This means Wasteland 2 is almost here too, as inXile said in May that’s when they’d release their crowdfunded RPG. 31 days of possibility! Or 27 now, seeing it’s already the 4th of August. But wait, hang on, now inXile have stretched that window back out to possibly 34 days, or even 41. It may be slightly delayed while they put things in boxes, I’m saying. Given that it’s two-and-a-half years since the Kickstarter launched and 26 years since the original game came out, another fortnight isn’t much.

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The Ultimate Torment Interview Of Ultimate Torment, Pt 1

Madly anticipated Planescape Torment spiritual successor Torment: Tides of Numenera has been delayed. We won’t be able to probe its strange, sloughing depths until late 2015, which is a shame except that if inXile released when they were originally planning to we’d probably get a stack of concept art and a mountain of design documents instead of a game. Torment’s Kickstarter wrapped up more than a year ago, though, and it has made progress. Big progress. I spoke with project lead Kevin Saunders, creative lead Colin McComb, design lead Adam Heine, and new lead area designer George Ziets about how the game has evolved. In part one, we discuss combat, how backers have influenced the game, using Pillars of Eternity tech, why Torment will be more about quality than size, skill systems, and story changes. It’s all below.

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Torment: Tides Of Numenera Recedes Till Late 2015

Concept art. Very concepty.

Torment: Tides of Numenera aims to be a spiritual successor to Planescape: Torment, but it seems producing vastly complex, non-linear RPGs is a difficult task. Following the success of Wasteland 2, inXile’s other Kickstarted game, Tides of Numenera has swapped its previous ‘early 2015′ release date for a revised ‘late 2015′. In a lengthy post at the Torment blog, the team have offered update on the game’s current development.

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There Will Be Blood Sausage: Wasteland 2 Out In August

Goat Simulator cameo?

inXile probably could’ve released a slightly tweaked version of Wasteland 2‘s early beta and called it a day, so well done Brian Fargo and co for staying in the trenches while feedback bombs rained down all around. Now though, after months of overhauling, underhauling, betweenhauling, caterwauling, and gatorcrawling, the beta’s end is finally in sight. Wasteland 2 – the full thing, LA and all – will be out in August.

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Rad: Wasteland 2 Expands, Adds Linux Support

When Wasteland 2 first stepped onto the (relatively) unknown Kickstarter platform, I remember how strange it was typing that name into a headline without attaching a radioactive heap of speculation in the paragraph below. That Wasteland 2 might exist one day seemed like A Big Deal. Every now and then, as I’m writing a fresh headline I pause for thought again. Wasteland 2 is playable right now, a single playthrough of the final release will apparently take around fifty hours and Linux support has now been added. It’s important to remember, from time to time, that though the vampires of nostalgia nibble away, some meetings of past and present are as exciting as they are unlikely.

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Wasteland 2 To Be 50 Hours Long, LA To Be Green

I wasn't kidding about the 'green' thing.

Wasteland 2 might be in its “final stretch” of development, but that doesn’t mean all systems are go just yet. inXile is still hard at work on ironing out kinks, smoothing rough edges, and even overhauling the entire inventory system. The mighty kicker of starters does, however, have an estimate of how long a single playthrough will last you: 50 hours. Exploring all locations and missions, however, will take “quite a bit longer.” One such location? The entirety of Los Angeles (and outlying areas), which is not part of the ongoing beta. If you think Wasteland’s been looking a little too, er, wasteland-y, this ought to make you gleeful as Aberforth, the goat Alec nearly murdered.

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Waste Not, Want Now: Wasteland 2 ‘In The Final Stretch’

If the beards are this good in the final game, I think we're looking at a really special experience.

I emerged from Wasteland 2‘s beta with a fair number of irradiated gravel bits in my gamerly boot, but there’s no denying that it’s a solid foundation. (And hey, it’s a beta. If you go into a bug hunt expecting to not get dirty, then I can only advise that you re-calibrate your expectations.) Improvements, however, take time, and inXile’s been diligently ironing out Wasteland 2’s kinks ever since the beta started. So surely it’s almost done by now, right? Well, kinda. All that remains is the “final stretch,” which will last three months and change if all goes according to plan. There’s a new beta build en route too, for those still in the business of picking at the pie before its done cooling on the window sill (or another equally quaint metaphor of your choosing).

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