Finishing Touches, Trailers and More
As we speed towards the release of Wasteland 2: Director's Cut in a little over one week (!), we're hard at work making sure that the finishing touches to the game are ready. Most of our time recently has been spent making sure the PC version of the game plays as well as it can. This means all sorts of updates to the user interface to bring it more in line with PC gamers' standards, to making sure the controller input modes function correctly, to compatibility and performance optimization – all those little things we do towards the end of any project that turn it into a finalized, complete game that we can be proud of.
But before that, we have some cool new media to share with you.
In the last couple of weeks, been sending our own message of hope across the airwaves that Wasteland 2 is back and better than ever. To that end, we've put out a series of trailers to help show the game off in this busy season. We have two we'd like to share with you today; check them out below!
Welcome to the Wasteland
Story & Scale
The first is a short trailer showing off the game's story setup, while the second shows off the different gameplay options you will have in the game, detailing story, scope and choices and consequences. Of course, you can expect some more media before our release on October 13th!
When we started work on updating the interface for PC, we already had a great base to work on with the original Wasteland 2 interface, as well as the updated version for consoles. However, we felt there were a few things we wanted to improve upon when playing with a keyboard and mouse. For example, on consoles, we had to devote portions of the screen to description boxes. This works great with a gamepad, but on PC a lot of that real estate can be put to better use thanks to tooltips.
So, one of the first things we did was make sure that we expanded some of the menus to show more stuff – the Inventory grid got bigger, the Perks menu shows you more Perks at once, and all the text has been moved over to tooltips instead.
One of the other things we wanted to address was to make using skills and objects a bit easier. In the original Wasteland 2, we used a hotbar where you could assign your skills and items. While this let us accommodate a huge number of options, it also meant that sometimes, common actions like lockpicking doors would get repetitive, requiring you to hunt for your squad member with the right skill and then select it manually each time.
You can still interact with objects using the hotbar if you prefer, but we also added a new right-click contextual menu. If you come across an object that has skill checks on it, just right-click it – the game will show you all perceived and valid options available, as well as the skill odds of the highest level character in your party who can use that skill. Then, left-click an icon and your best Ranger for the job will use it. After using skills this way, most of us are finding it impossible to go back.
We've also gone and given Precision Strikes a similar look and feel, replacing the radial menu used on controllers with a set of vertical buttons. Just right-click an enemy in combat to bring this up and you'll be able to target them for a Precision Strike – provided you've got a weapon capable of them. Certain less precise weapons such as shotguns and machine guns won't be able to use Precision Strikes, but they do have other advantages to make up for it.
As usual, we've got a few shout-outs for you. The first goes to First Wonder by Rogue Rocket Games, a Kickstarter game intending to bring back the classic and unique gameplay of Giants: Citizen Kabuto and MDK, titles you may be aware Brian Fargo was involved in publishing back at Interplay. The project is headed by its original creator Nick Bruty, and could use some support, so check it out if you like jetpacking around huge open levels or stomping around them as a big monster.
Another great blast from the past comes from our friends Harebrained Schemes, creators of the highly successful revival of the Shadowrun cRPG series. Jordan Weisman, the creator of BattleTech and MechWarrior, is back with a new single-player, turn-based BattleTech game, driven by the highly tactical 'Mech combat that is the trademark of the series. After the excellent Shadowrun games, you know this one's worth a look!
A few more tidbits on the Wasteland side of things. First, we're running a Thunderclap for Wasteland 2: Director's Cut. We depend a huge amount on our fans to spread the word on the game, and social media is invaluable for us. We had great success with using Thunderclap for The Bard's Tale IV, reaching tens of thousands of people during its Kickstarter, and we're going back for another round with the Director's Cut. If you're willing to lend your support, please check it out.
And last, but not least, Kotaku UK did a fun article on the "true origins" of Fallout, which of course means Wasteland. The piece talks about some of the reasons which led to Fallout becoming a distinct property from Wasteland, but spends most of its length detailing the many references you will find to Wasteland in the Fallout games. It's a big nostalgia drip for anyone who's played either the old Fallout games or the original Wasteland, so check it out and you might learn something new about the games!
Thanks everyone, and we'll see you closer to launch on October 13th!