Posts Tagged ‘Wasteland 2’

Watch Eighteen Minutes Of Wasteland 2


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

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

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

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

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

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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Rezzed: Chris Avellone On Project Eternity & Black Isle

Have a load of that

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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Bags Of Fun: Wasteland 2 Takes Inventory

not a picture of a bag

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.

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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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A Little More Conversation: Wasteland 2

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.

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True Grit: Our First Glimpse Of Wasteland 2


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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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.

Build Your Own Wasteland 2

That's a good doo, sir.
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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Inter-Play: Project Eternity Adds Wasteland 2 Pledge Tier

I just spent ages photoshopping a bit of Wasteland 2 concept art into this picture and then lost the fruit of my labours. A tragedy.

There’s a new reward tier for Obsidian’s Project Eternity, which has currently raised more than double its $1.1 million goal. It’s a pricey tier – $165 – but rather than receiving a sculpted miniature of a distressed bank manager, backers will receive a digital copy of Project Eternity, its first expansion and Wasteland 2. That’s one way of Kicking it Forward, I guess. There are all sorts of historical connections between Fargo and the Obsidian folks, and Nathan spoke to Chris Avellone about his contributions to Wasteland 2. Basically, it wouldn’t be surprising to find Eternity and Wasteland 2 making out behind the bike sheds. More details on the expansion below.

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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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Fiends Reunited: Wasteland 2’s Latest Planescape Vet

More brown please. Shit, I can't believe I just said that.

The wait for Wasteland 2 will be long, because the promise is great – but so’s the risk. We don’t really know what we’re getting at this stage, or indeed from any of that first wave of Kickstarted game projects, but an announcement that another veteran of the delectably dark Planescape: Torment (plus Fallout 2) has joined the swelling development team at Inxile adds yet greater hope. Chris Avellone is already on board, and now so’s one of his former comrades. Colin McComb was one of the designers on those Black Isle greats, and joins what’s now a dozen-strong writing team on Wasteland 2, reports bossman Brian Fargo. McComb’s also written a whole load of fantasy tomes that I can’t tell you anything about, but you can find out more on here.
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Post-Apocalyptic Funding: Wasteland 2’s First Screenshot

Click me!

The very first screenshot from Brian Fargo’s Kickstarted Wasteland 2 has emerged, and it’s a doozy. Click on the pic above to see it full size. Describing it as “a first pass”, the Unity game is clearly already looking splendid. Fargo also points out that it’s lacking particle effects and post-processing, and that it’s just one environment, and the camera angle isn’t fixed, and and and… Brian! It’s okay! It’s a great shot! Look at that scorpion!

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IsoMetro: Post-Apocalyptic Turn-Based RPG Underrail

Is this the 8.15 to Luton?

John’s just been moaning that he wants a new RPG to lose himself in for hours, and so I will provide. Well, eventually. Underrail isn’t out yet – why must videogames exist before they are finished? – but if the wait for Wasteland 2 seems too torturous perhaps this could fill that turn-based, it’s the end of the world and I feel fine, hole in your life.
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Radiating Passion: Wasteland 2’s Design Document

Wasteland 2 is one of the fathers of the now adolescent Kickstarter revolution and, in keeping with early suggestions, it looks like this is one dad who’ll be comfortable having all the necessary talks with his kids. Very open he is.

“We are not afraid of the transparency of our process and thinking and intend to share it along the way.”

That said, today not only brings the superbly redesigned artwork above but also, as spotted by Blue, the release of a “vision document” that contains a huge amount of information about the principles that will drive development. Read it in the link back there or follow me to the irradiated underbelly where selected morsels roam.

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Origin Sets Up Stall For Crowd-Funded Games

EA understand indie games, they really do, that’s why they have their very own indie bundle. They also understand crowd-funding, or at least they understand that it’s becoming a force that they must reckon with, one way or another. This could go one of two ways. Either Kickstarter HQ is about to be breached by corporate assault drones, or all the profits from FIFA 13 will be pledged to the Kick it Forward scheme. Or perhaps there is a third way. Perhaps EA will waive its cut of sales on Origin for 90 days if the game in question was crowd-funded.

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