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.
Posts Tagged ‘Wasteland 2’
By Jim Rossignol on August 29th, 2013.
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.
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.
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.
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.
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.
By Alec Meer on June 26th, 2013.
I’m most distressed that I didn’t get a chance to say hello to Chris ‘Planescape Torment’ Avellone during my limited time at Rezzed. Especially because the only other time I’ve met him when was when I was blind drunk on French wine and couldn’t manage anything more than a witless reference to talking skulls. Still, they do say you should never meet you heroes, so at least I haven’t had to risk discovering he has bad breath or doesn’t like eye contact or fiddles with his nipples during conversation. Instead, I can live vicariously and safely through this video of his hour-long natter about Obisidian’s strange history, his work at Black Isle and plans for the upcoming mega-Kickstartered Project Eternity.
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By Adam Smith on June 3rd, 2013.
As a man who has spent entire days asking myself if it’s healthy to spend so much time staring at ASCII representations of dungeons and dwarves, it’s something of a shock to find something in my inbox that makes me realise just how much of my personality was plucked from the containers marked ‘nerd’ and ‘dweeb’. In this instance, it’s a video for Wasteland 2 that provides the trigger, but it does at least prove that the developers and large parts of the fan community are at least as ridiculous as me. The footage lasts for two minutes and it’s all about inventory management. Grids are discussed earnestly and I’m happy with what’s shown. Happy. About arranging imaginary pants on a screen. Bloody hell.
By Alec Meer on March 6th, 2013.
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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By Adam Smith on February 25th, 2013.
The first footage of Wasteland 2 caused the internet to grumble, even though the game hadn’t inadvertently become a third-person cover shooter. The concerned comments mostly swarmed around the keyword dialogue system and there was sense to the criticism. The keyword system remains but hovering over an available choice will now cause a preview sentence to appear, providing context before a choice is made. inXile have also clarified details about the camera system and HUD.
By Jim Rossignol on February 11th, 2013.
Wasteland 2 is now deep in the treacherous territory of full-blown development, and the brave crew that are mapping its wild landscape have sent back a transmission to show us what they’ve been up to, as you can see below. It’s looking mighty tactical and happily post-apocalyptic. Go take a look.
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By Jim Rossignol on January 9th, 2013.
In an interview to appear on this website at 1700 UK time today, inXile’s Brian Fargo reveals that a new Torment game is really definitely happening, and explains that it will be made in conjunction with contributing writer/designer on the original Planescape pen and paper RPG and assorted other Wizards of the Coast projects (as well as PS:T itself), Monte Cook, as well as a number of other key individuals from the original Planescape team. The game will be set in Cook’s ambitious pen and paper Numenera Universe, which was Kickstarted last year to the tune of half a million dollars. As well as explaining how this setting constitutes a new Planescape Torment game, without actually being a Planescape Torment game, Fargo says stuff like: “We won’t have faeries or devils, but we’ll have diabolical creatures from far dimensions with schemes beyond human imagination. We won’t have gods, but we’ll have creatures who have lived for millennia with the powers of creation and destruction at their fingertips, with abilities honed over countless lifetimes. We won’t have other planes per se, but we’ll have pathways to hostile worlds and bizarre landscapes and ancient machines that catapult the players into places where the ordinary laws of nature no longer apply.”
Come back at 5 for a lot more of that sort of thing.
By Craig Pearson on December 6th, 2012.
Left a bit. Too far! Right. Right. RIGHT! Oh sorry, I didn’t see you there. I was just practicing telling Wasteland 2 developers inXile what to do with the assets I’m ready, willing, and prepared to generate for Wasteland 2. And because I’m lovely and like to share these things, I’m going to tell you how you can be in the position to have a building or prop in their upcoming apocalyptic RPG. Engine makers Unity and inXile are teaming up to allow gamers to take part in paid-for work for the game. Just, you know, be exceptional.
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