Posts Tagged ‘inXile’

Wasteland 2 To Receive ‘Significant’ Combat Improvements

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

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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The Turn-Based Tides Of Numenera: Torment

A couple of weeks ago inXile asked Torment’s backers to make a choice about the game’s combat – turn-based or real time with pause? Late on Friday, the votes came in and the developers reckon that even though “statistically it was a tie”, the combat will be thoroughly and entirely turn-based. Hurrah! I hadn’t even considered the question until it was asked, assuming that Numenera would be following in the action-sapping footsteps of Wasteland 2 and I’m glad that around half of the people who backed the game and bothered to vote agree that turn-based is the most sensible approach. A large update to the Kickstarter page explains the reasoning and I’ve copied some pertinent quotes below.

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inXile’s Torment Over Pause-Time or Turn-Based

Turn-based or real time with pause? This dilemma is what keeps inXile up at night. Actually ‘how are we going to spend all this money?’ is probably what keeps them up at night. But being undecided on what combat system to use for spiritual Planescape sequel Torments: Tides of Banana Split can’t help. Do they use a system similar to the Baldur’s and Planescape games of yore, where fights play out in real time but you can pause at any point to dole out orders? Or is the full tactical might of turn-based, as they’re using in Wasteland 2, the way to go?

They’ve decided to ask their 80,000-ish backers. Which means this is ON YOU. If you backed. Maybe you didn’t. In which case, blame a bunch of other people if you don’t like the outcome.
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Wasteland Kings Is Now Nuclear Throne


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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Anti-Shock: Torment Now Most-Funded KS Game Ever

Welp, time to go write a list of the top-10 gaming bridges.

$4,188,927. That’s where Torment: Tides of Numenera‘s conquest of Kickstarter ground to a halt, which is pretty good considering it started off asking – nay, begging, clothed only in rags and its own waste – for a pithy $900,000. It’s also apparently pretty good in the grand scheme of every videogame ever, seeing as Torment’s now holds the record for most-funded Kickstarter game of all time. Previously, brother in spirit (and partially in flesh, given Chris Avellone’s formidable intellectual seed) Project Eternity held the top spot at $3,986,929. But enough numbers I can barely count to using my fingers, toes, and a nearby family of millipedes. Let’s delve into what this means for the game.

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And Now There’s In-Game Torment Footage, Too

Imagine this, but in mooooooooooooooooooooootion.

Back in my day, RPGs were nothing but intangible, entirely unmoving canvases for imagination. And by that, I mean yesterday. Torment: Tides of Numenerararararararararara took its first itsy bitsy widdle slime-drenched steps toward existence with a screenshot, but boy do they ever grow up fast. Now it’s moved on to a full-blown (though extremely brief) video, and before we know it, the Planescape sorta-successor will be driving, going to college, and raising its own litter of little Torment-lets. But I’m probably getting ahead of myself, because I desperately hope it’ll eventually pay my retirement home bills. However, that “eventually” just got a bit further off, as Torment’s already suffered a slight delay. Video and explanation after the break.

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Plane Sailing: Torment 2 Funded Already

Seven hours. That’s what can change the nature of a roleplaying sequel. While it always seemed relatively likely that inXile’s Torment: Tides Of Mahna Mahna would be funded, given the years of backlogged adoration for Planescape: Torment, with no actual footage on show and no Avellone involvement, I’m not sure anyone expected it to happen so quickly.
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Torment 2: What Can Source The Nature Of A Crowd?

It’s no surprise whatsoever that inXile’s PlaneScape: Torment spiritual sequel would hitch itself to the Kickstarter mast. Because, er, they always said it would. That Kickstarter is now live, live, live, as Torment: Tides of Numenera sings for its $900,000 supper for the next month or so.

Update: 15 minutes after launching, they’ve made $50,000 $70,000 already. Bloody Nora!
Update 2: Less than two hours from launch, Torment’s at over $300,000. Seems unlikely this one won’t make it, eh?
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Plane To See: Torment 2 Has A New Name And A Website

faceless one

Last month, inXile’s Brian Fargo spilled several important beans about post-Black Isle, post-Planescape plans for a sequel to the legendary RPG Torment, in a brand new and rather tasty-sounding roleplaying setting from ex-Wizards of the Coast man Monte Cook. While there still isn’t too much firm’n’fixed to go on, the game’s gone live with its very own website and the first reveal of its new, full name.

Torment: Tides of Numenera lives.
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Post-Planescape: Fargo Reveals The Future Of Torment


Rumours have been swirling for years about a possible sequel to Black Isle’s legendary and powerful roleplaying game Planescape: Torment, but the closure of the original studio and the jealous guarding of the Planescape rights by owners Wizards of the Coast seemed to have put paid to any comeback. But with original Interplay boss Brian Fargo very much back in the RPG business with current studio inXile’s wildly successful Wasteland 2 crowdfunding, everything changes. He and his team have come up with a way to make a new Torment game: this is really happening.

And there was much rejoicing.

Read on for details of its new setting, the people involved, whether it’ll link to the original game, which thematic aspects will recur, how the combat may work and how they’ll get it made.

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Not The End Of The World: Wasteland Not Browser-Based

This logo, however, is browser-based. Disgusting, right?
Among many frightening visions of the future spawned by modern day paranoia – for instance, widespread environmental devastation, nuclear genocide, or roving herds of spindly, twitching spiders that evolve to reside exclusively in jars of Nutella – there’s the fear that all games will eventually bomb themselves back to the lo-fi, browser-compatible Stone Age. So when inXile head Brian Fargo announced that Wasteland 2 would be in the Unity engine‘s browser-calloused hands, knees jerked hard enough to create a small seismic event. Fargo, however, assured his panicked followers that his franchise revival has not, in fact, jumped the irradiated six-mouthed shark.

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Guest Blog: Interplay’s Wasteland Memories

The remarkable Wasteland 2 crowdsourcing wagon rolls on – it’s currently bagged itself $2.35m across Kickstarter and Paypal, and rising. We’ve already heard from Brian Fargo and Chris Avellone, but today returning Wasteland designer (and New York Times bestselling author) Michael A. Stackpole pens a guest post for us, detailing some of his more memorable experiences when working on the first Wasteland back in the late 1980s.

Read on for map design secrets, the unexpected side-effects of the anti-piracy systems of the time, why Wasteland endures, dehydrated cosplay and how Interplay used to scare old men.
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