Posts Tagged ‘Brian Fargo’

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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Brian Fargo’s Eighties Disco: The Bard’s Tale IV

Brian Fargo and the inXile team’s next project will be another revival of an Interplay oldie. Following the success of Wasteland 2, the studio is now turning its attention to The Bard’s Tale, the fantasy dungeon crawling series last seen in 1988 (inXile’s own exhaustingly unfunny parody is an official Bard’s Tale game so let’s ignore it). Fargo announced the game at PAX South, where he confirmed that Kickstarter will be used for funding as with Wasteland 2. He has since taken to Twitter to state that development will focus on a PC version and that InXile will be “dialling up” the atmosphere.

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Wasteland 2: Fargo On NPCs, DLC & Save-Scumming

When I sat down for a chat with Wasteland 2’s Brian Fargo (he of Interplay as-was, and now of InXile as-is), it wasn’t yet known that the Kickstarted alterna-Fallout RPG was to have its release date moved from August to September. Hence, I didn’t ask him about that. But we did talk about the state the game’s in now, what post-release plans are, sneaking recordings of his revivalist preacher granddad onto the soundtrack, mysterious NPCs, butterfly effect consequences and the importance of continuity.
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Brian Fargo On InXile’s Darkest, Publisher-Driven Days

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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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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Fargo To Detail “Torment” Game In Numenera Universe


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.

Wasteland 2 Footage Leaks, Robot Scorpions Roar

They could at least release another screenshot.

Some sneak has released footage of Fargo’s Kickstarted Wasteland 2. Blurry enough that you know they wouldn’t want it out there, but footage of Wasteland 2 enough that you’ll want to see it. Showing how the Unity 3D engine is being used to create an RPG, it demos how the camera can be pulled into a top-down view for the old-schoolers. Look below.

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