Update #23: Without Further Ado…

We are very proud to provide the first gameplay video of Wasteland 2, which will allow our backers to see how far we’ve come and how everything is coming together. The usual way of doing things in this industry would see us create a demo specifically for displaying to the press or at game shows, but we’re very glad to have been allowed the freedom to create a demo video from an actually playable area, which ensures there’s no wasted code. This is a straight video capture of Development Director Chris Keenan playing the game. The only element that is not running in code is the sound effects, as it was faster to do in post, but as you will hear, there is nothing being done audio wise that isn’t easily replicated in engine. In fact, we plan to have many more sound effects in the final game than what is heard here.

Wasteland 2 – Early Gameplay Footage (*updated)

This represents not just the strong synergy of the inXile team but the effects of your continued input via the forums. The game has continued to improve thanks to this communication, and Wasteland 2 will be better for it. The benefits have ranged from changes to the combat mechanics to finalizing the name of our attribute system.

It also represents the success of working with Unity and the asset creation experiment we did to increase the variety and density of the world look. We were pleasantly surprised at the talent that submitted art content, and we look forward to continuing to work with them.

I’d also like to thank the military personnel who joined our Yammer group to help us develop the slang and communicate more real world experiences for us to draw on. We love to learn little things like how much they hate it when movies say “Over and out!”… There is no “out” after “over” dammit!

This first level you will see is one of the first areas you will encounter in the game. The agricultural center was also a part of Wasteland 1. It was an area that Chris Avellone had some affinity for and he did the design for the level. Also thanks goes out to Nathan Long, who provided this area’s clever writing. We had a chance to show Chris the level last week, and when we commented that it was coming together he said “not coming together … it has COME together.”

Our objective was to show off some of the HUD and how both the combat and skill systems work. There are many elements not represented here but to name a few:

  • Minimal particle effects
  • Minimal sound
  • Mini-map not working
  • Inventory, logbook and other character screens not shown
  • Not all skills (in and out of combat) being represented
  • No world map movement
  • It needs more messaging in the UI
  • And not a comprehensive list of all the combat variables

Sorry if we’re over communicating, but it’s just a reminder: we’re just past the halfway mark, so don’t expect to see everything that you can expect from the final game just quite yet.

You will get to listen to the latest track from Mark Morgan (at the bottom of this update) that sets the haunting and often desolate tone of the Wasteland. And you will hear our first pass at the radio broadcasting which plays a vital role in communication, reactivity and mood setting. There will be a host of cults who are broadcasting their propaganda while other calls will be the locals who seek the help of our rangers. We have many interesting ideas on how to use the radio in novel ways.

Our vision for this game remains intact and you will see a number of examples that illustrate this. The customization can be seen in the examples of bringing in your own portraits and by the ability to set the user interface in a style that works for you.

You wanted a party and turn based RPG with tactical combat, and we are delivering that. The demo helps to show off action points, use of cover, enemy view cones, distance/height/enemy size/enemy speed affecting the chance to hit, ammo configurations, attributes changing the characters strengths and role, simultaneous party firing and more. And we are not done adding elements to make sure you are fully engaged in an interesting combat system. There is still plenty of time for you to comment on the combat system and to help us hone it in. Our goal is to build a very deep combat system, with the potential to dive in and fine-tune your damage-output and tactics, while not absolutely requiring that level of micro-management from all players.

If you played Wasteland 1, you will enjoy the many callbacks to the original, but at the same time there is no need of that knowledge. While certainly not a comedy you will get a healthy dose of the humor that gave Wasteland its charm.

Once again we thank you all for backing our vision…Image-210117-fullImage-210118-full

Help make this game 100% Fan-Funded, tell others:

41 thoughts on “Update #23: Without Further Ado…

  1. I would like to see more custom typography (old games used to have ton of custom bitmap fonts) that sets the mood. In most preview videos I’ve seen the fonts have been rather bland.

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  3. hello? I’ve been trying to purchase a late backer wasteland 2 internationally, and contacted inxile via email with some questions. I haven’t gotten any replies for months.

  4. Really hope this game get’s made as it is my favorite genre. I also hope the game features some good soundtracks. I guess it is too much to hope for some Ennio Morricone “Ecstasy of Gold”? or perhaps something from his work on Once Upon a Time in the West? I know the market is really tight right now so best of luck guys and thanks in advance for making one for the fans.

  5. Hmm, last update on February? I don’t know, I don’t know. Next update better be the release date and it better be this year.

    • It *IS* concerning the last update was way back in February. I mean what is going on? Surely the devs can spare the time to update all the backers on what has been happening in the past 5-6 months? Come on, not good enough.

  6. It looks great, with one exception: dialogue. Why, oh why did you go mororwind style with key words? I hated that then and i will hate it now. This is so close to a shop stopper for me :(

  7. By the way, doesn’t seem to be able to aim for the head or the limbs and cripple anything in Wasteland 2.

    Maybe no more time… But one NPC should be able to fight with Chinese gongfu… dodge bullets (high % to), with special attacks (with cinematic on critical moves).

    Some town folks should have stews, tonic herbal soups (for diseased or poison conditions), bird nests… shark fins…

    We really should have pictures of those guns instead of green dots…

  8. Hi!

    I just realized that I need to add these:
    1. We could have cars to shoot at which will explode, or barrels of fuel arranged in a way such as all packed in one place you can shoot and have a great fireworks.
    2. We absolutely will need monsters fighting among themselves such as raiders to merchant parties.
    3. It’d be great if ammo source isn’t that much… you can fight with rusting blades, modified BB guns, chopper, chainsaws, broken bottles, and even throw molotov cocktails, Indian acid bags (those used to disfigure women), and even bones… After all, that’s wasteland. And the attack accuracy can also be decided by outdoor skill, whatever.
    4. It’d be wonderful if there is or are such scenes or locations where you can trigger a rush in of many targets for an exciting battle.
    5. It’d be wonderful if we can have a scene of Ada Wong fighting zombies… … best if Ada Wong can be modified and interacted.
    6.We need keys to quickly find and zoom to the characters.
    7. Each character should have its own unique bonus for weapons and combat skills.
    8. A couple of secret special weapons randomly assigned on the map will help.
    9. Customized weapons would be nice with Weapon Shops doing the customizing available. It’d go by points earned to increase attributes of weapons and available spare parts (the schemes could be found in random places to create these parts).
    10. It’d be great if during combat a chap or a gang of passers-by appear randomly to lend a hand (and you can also kill them, hence decreasing karma, whatever).
    11. Hopefully where there are gambling and trading, there will be big items to buy and ways to lose money constantly… such as investment, protection money, ransoms, thieves who will need to be shot at within X round before they escape. Also that the price of ammo and daily necessities such as meds and information will be fluctuating. And we can also bribe and hire hired-guns for X game hours…
    12. Some creatures can transform into somethings else if you kill them once… such as a sexy lady be shot down to have a robot standing up…

    I so look forward to my childhood best game’s sequel!

    It’d be wonderful if we can encounter Korean pop-groups in the game… doing their signature dance moves… Perhaps also Michael Jackson who could be resurrected due to radiation… into a ghoul or what.

    By now… the game should finalized and near completion… Don’t know if these add-ons can be possible.

  9. I’ve been living on as this crazy old gamer’s on-line alter-ego for decades. Now, at long last, I see my old home is making a comeback. Can hardly wait to see what these new, young pups calling themselves ‘Rangers’ can do in a firefight.

    Oh and…I just want to say that…I better not be dead in this new world! If I spawn in and the game code instantly calls a function to melt into a glowing file of hot goo because the world says I’m supposed to be dead, I’m going to be madder than a Night Screamer with no toy doll!

  10. Are you doing any more Unity art submissions or is that over? Either way, please update your Unity section. It’s getting frustrating checking back every 2 days and seeing the post from January that’s still active . . .

  11. I like the fact that Nathan Long is doing some writing!

    He was able to capture wh40k atmosphere in books so i have faith he will do nicely here

  12. This was such an exciting video to watch. Visually it is on the right path, and looks great; the music is perfect. At this point, my only desire is for the weapon sound effects to have a real punch, and I also agree with one of the other commenters that various death animations would be fantastic, like in Fallout 1 & 2. The animations don’t need to be overly graphic, just realistically violent… to give the player that “Ohhh ouch!” feeling of satisfaction.

  13. Pls do not rush the production, and do a great comeback for Wasteland sequel. Make this hot so that Wasteland 3 can arrive.

    A lot of consequences, items, buildings and people which remind players of Wasteland 1 will be nice.

    Noting that Wasteland 1 was a map-icon based narrative game, players will like to know (eg) what the Citadel and Darwin Project be like in 2D.

    I notice that there could be a leading character. Is there an engine to generate or customize the building of the lead character? Will IQ level still affect the starting equipment?

    Will there be any chance that a ranger will be marked a traitor at any point of the game and we’d be killing a team mate groomed for a long time? Will there be chickens on battlefield who will randomly be running away?

    Kindly also remember to write texts to explain how the skills work in the game and what special powers or abilities each NPC has.

    Will it be possible to restart the game with old characters or migrate the current team to Wasteland 3…?

    Cheers.

  14. This is reproduced from the Wasteland2 Facebook:

    Have a problem posting in the Inxile blog so I’d share my view on the gameplay video.

    -It is said that many messages are not in the video. I do hope the characters can ‘talk’. And when you are shooting, the NPC can exclaim~
    -I’d like nearby items to be highlighted as the team approaches, and special items will be highlighted when perception skill reaches a point. Else, it’s very ridiculous to keep sweeping the mouse over the map for tiny icons…
    -We need more sound effects! I notice it’s most background music in the Agriculture Centre scene. (eg) When you first enter a location, we should have some special sound effects.
    -We need talking heads… It’s good Wasteland 2 is sticking to Wasteland 1, but most fans played Fallout 1~2 will prefer to have some cinematic and talking heads. We can have cinematic when we first visit a location telling us what happened there after Wasteland 1.
    -It is best that after clearing out an area, new NPCs or creatures are spawned and re-spawn. It’d be nice if an area will spawn creatures carrying certain items such as raw materials.
    -There should be a button to go on internet or facebook at terminals on maps… say, to show what creatures they have come across, how many are killed, the reputation of the team… and perhaps hints you that a new mission is available from ‘you got mails’. Or a thank you note… special discount at which shops… It’s basically another pipboy 3000.
    -As in Fallout 1~3, we need random encounters…
    -Secret levels/maps are welcomed.
    -There is no mentioning if we can change the armor and it being reflected on the NPC 3d character.
    -Since there is turn-base… there could be a couple of random 3D animations appearing to boost the effect of critical attacks.
    -After the mission of Agriculture Centre, maybe the centre will provide ‘food’ at time intervals which can restore 1/3 health when taken.

  15. Love to see the game return to its roots. You have no idea how i miss Action Points and turn base.

    Maybe i am just twisted, but i would love to see enemies die in Fallout 2 style, various death animation.

    • I was also afraid that it’d be real-time…

      But action points in any combat should have a random chance or factor for temporary increase or decrease.

      Issue is, it’s not very interesting to know that every time you try to run away you will always be hit because the action points allow you to run at the same pace as the monster chasing you.

      Then you can also have a perk that you can choose to kill the random fluctuation of action points at the beginning of every battle.

      I also notice that in the gameplay video, different creatures are not fighting each others… I really appreciate the Fallout 2 scenes where raiders are fighting with caravan folks…

      We have more of such random encounters whereby creature groups are randomly placed together and they fight amongst themselves.

  16. Yep the graphics look terrific, the music is very moody and combat looks exactly like it should. There are some minor flaws like some glitches in animation, and lack of “juicy” combat sounds – in fallout 2 every shot sounded like it could rip your arm apart – great effect.

    Of course the only problem, and for me it is really a huge mistake – is the dialogue system. This is why I can never play Morrowind – each and every conversation I had looked like browsing the wikipedia! This is a mood killer. It may be a part of tactical combat game like for example Jagged Alliance (in fact dialogues were better there) but not a Role Playing Game, even the combat oriented one.

    I have no problem with no voice-over, although it would be nice to have some important dialogues recorded, or maybe just first few lines (just like in Baldur’s Gate or Planescape Torment) – just to find out what is the voice of particular NPCs – the imagination shall take it from there. But the lack of conversation per se is a huuuge problem for me.

    Of course, I backed the game so I did buy it anyway, but seriously this can be a stopper. I don’t know if you can change it on this stage, honestly I doubt it, but if you could – you should ;)

    But all in all – kudos for you guys, the game looks better than I expected!

  17. Gameplay looks excellent. I am extremely excited. Great work ladies and gents.

    I agree with dma’s comments on the drawbacks of a keyword rather than a phrase based dialogue. My concern is that personal interactions will become functional and about button-clicking the right sequence, not about a conversation that unfolds dynamically and immerses the player emotionally.

    The best example of immersive conversation is Planescape:Torment. If the inXile team would rather not go the Planescape route of intricate, nested, scripted dialogues, then perhaps take a cue from Under a Killing Moon and the like. UAKM allows you tone-driven conversation choices, where you choose the tone of your reaction to another character. For example, when a homeless man asks “Whadya want?” after starting a conversation, your choices are a) all business, b) tongue in cheek, or c) bum camaraderie. The actual string of dialogue coming from each choice is much funnier and certainly more engaging than simple keywords. Matter of fact UAKM uses keywords elsewhere in conversation too, and that is one of my least favorite parts of the game.

    Mark Morgan track? :)

  18. Pingback: Wasteland 2: il "nuovo" Fallout torna alle origini - GamebackGameback

  19. Gameplay is stunning. It’s wonderful. Can’t wait to play it myself.

    And… Nice joke about Mark Morgan’s track. Haha. Now… there is it?

    P.S. Привет из России. Ну, знаете, Россия – медведи, балалайки, матрешки, водка, Иван, коммунисты.

  20. Wasteland 2 backer here. I haven’t followed the development that much, as I trust your judgement. Almost everything in the video looks amazing. However, I’m very concerned about the dialog interface, and I am not the only one. Is keywords really the way to go in 2013? It will have a serious impact on how you perceive the world and how immersed you can become.

    One of the main flaws of Fallout 3 and Fallout: New Vegas (as well as countless other modern CRPGs) was that characters felt like nothing but tools that the player used to achieve and complete quests, and add party members. All the dialog had purpose of driving the player forward (rather than driving the story or the world forward). On the contrary, in the original Fallouts, a lot of dialog ended up being “dead ends”, either because the character did not have a role in any quest or because you hadn’t discovered the role yet. In the original Fallouts, I felt immersed. In Fallout 3 and New Vegas, I felt like a psychopath in a gamey world.

    My fear is that a keyword-based dialog system will make all the dialog purpose-based rather than world-based. I hope that you will consider revising this system.

  21. I DO love what I see. The combat system, what’s been demoed here, is great. However, will the next update (maybe in a few months?) focus more on the “role playing” side of the game? I mean, combat is fun, but only if it’s not the only way to explore and interact with this open world. I guess it’s only because easier to show the combat mechanisms that early in the product development too. But I feel a bit anxious all of the sudden, and to compare two obvious references from another franchise: Fallout Tactics was not a good game, but Fallout was.

  22. Astonishing news! Although it seems that vimeo page has been deleted somehow. I’ve found the video on youtube but the quality of 360 doesn’t make me really happy. Was it of better quality on vimeo? Congratulations!

  23. Please fix the video or tell us why it’s gone :) I am crazy about what I have seen so far and I can’t wait to see more. The backer e-mail has the same link with the same problem btw.

  24. The trailer was incredibly enticing and the grotesque, disturbing, and eerie feeling is exactly what I’m looking for! Please don’t release this until your vision has been perfected! This game is as good as bought if it rates highly on the major rating sites!

    • In 1:35-1:42:

      “- Две недели работаю — 150 баксов. В день 150 баксов.
      – Ааа, ясно, прекрасно!”

      Or in English:

      “- I working already 2 week — 150 bucks. 150 bucks for one day.
      - Aww, I see, it’s perfectly.”

  25. “You will get to listen to the latest track from Mark Morgan (at the bottom of this update)” Hm… I don’t see any link to that track, but very big thanks for the gameplay video. Is already looking great. I can’t imagine how the final work will be like…

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