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Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
Wasteland 2 has been released to great acclaim, earning Game of the Year from PCWorld, and reaching #1 on the Steam sales charts. Now, the Director's Cut comes as a free PC update to all backers as our thanks for making the game happen!
61,290 backers pledged $2,933,252 to help bring this project to life.

Without Further Ado...

Posted by inXile entertainment (Creator)
1 like

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

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…

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    1. Harry Miktarian on

      ...I know things have been changed since this realese, but just watched it again...can't wait...(Meow)

    2. Missing avatar

      Matt Rougeux on

      about a week ago I watched the wasteland demo video and I forgot to comment on how stupid the swearing in it was. The next time I thought of wasteland 2 was just how dumb the cursing in it was. I think Brian McGuire's comment sums it up:
      "What we saw in the footage, however, was not that. What we saw was more reminiscent of a 13 year old boy who just discovered the "F Bomb" and uses it constantly with his friends to revel in his newfound knowledge. It just seems unimaginative and lazy. Everything else about the gameplay video really impressed me. I'd just like to see cursing used a normal amount, that's all."

      Cursing works only if it is used when the situation calls for it. If you say fuck/shit/bitch/etc every other word it loses meaning and becomes just annoying filler. Re-watch Pulp Fiction for how to effectively use foul language for both dramatic and comedic effect. esp. "I'm a mushroom-cloud-laying-motherfucker, motherfucker!"

      Oh and the text box next to my "Post Comment" button below tells me to "Be respectful and considerate." Hilarious. At least it doesn't tell me not to swear or use foul language, but I suppose that's implied when you are being respectful and considerate. LOLZ all the way.

    3. Justin Schardin on

      This does look good - thanks for posting.

      One of my reactions was the same as Derek's, which is that I really hope keyboard shortcuts are available for most things. I'm always amazed at the number of games that don't even allow one to close a dialogue box by hitting Enter or Esc, but make you click "ok" instead.

      You also mentioned you wouldn't be doing a lot of voiceover work, which is fine. But, I hope the key NPCs and enemies have at least their more important lines of dialogue voiced. I understand it's very hard to do everything with so much branching story.

      Looking forward to it...

    4. Missing avatar

      Brian McGuire on

      "Ah and my opinion on language and swearing is that you can perhaps create a setting for the easily offended, but that shouldn't be the standard. If this game turns out to be too children-friendly I'm more or less sure that most of the original fans can't be pleased. We're past our thirties (and fourties and fifties) by now and can take some proper harsh language."

      Since I was the person who brought up this issue I wanted to respond to this. I'm in my 30's and I curse without any hesitation, as does anyone I associate with, ha. I also don't have kids yet, for me at least (and it appeared for those who agreed with me) this isn't about being "easily offended" - I was in no way offended by the cursing in the video. What I was, was distracted. There's an appropriate level of cursing to portray that these people live in a harsh world, and you're playing an adult game. The level of cursing should portray that these people think nothing of cursing, just as I do IRL. What we saw in the footage, however, was not that. What we saw was more reminiscent of a 13 year old boy who just discovered the "F Bomb" and uses it constantly with his friends to revel in his newfound knowledge. It just seems unimaginative and lazy. Everything else about the gameplay video really impressed me. I'd just like to see cursing used a normal amount, that's all.

    5. Benjamin Rombeaut on

      Encouraging and interesting system. Really working forward to it !
      Though, some complaints/requests:
      - Dialogs need to be a bit more fleshed out, if only to feel like the characters are saying real, short sentences, instead of shouting the appropriate KEYWORD.
      - The interface's design does not feel much post-apo/mechanical; it could help to have it a bit darker, gritty and dirty, with more mechanical detail.
      - We need an aiming system to target bodyparts ! It does not need to be like Fallout where you have 95% chances to hit with reasonable optimization; but it would help to have tactical options in order to disarm creatures, confuse them, make them lose senses... instead of simply aiming and waiting.
      - The perception of enemies seem to be lacking, both in sight and hearing. Destroying a door should be easier but attract attention from adjacent creatures; while picklocking would require more investment but allow for a stealthy approach.

      I hope you'll understand these concerns and adress them if necessary. Keep the good work ! :)

    6. Rafael Lopes Vivian on

      Ah and my opinion on language and swearing is that you can perhaps create a setting for the easily offended, but that shouldn't be the standard. If this game turns out to be too children-friendly I'm more or less sure that most of the original fans can't be pleased. We're past our thirties (and fourties and fifties) by now and can take some proper harsh language.

    7. Rafael Lopes Vivian on

      Whatever earlier in-game art I have seen before didn't impress me, both because it was early and because the style wasn't proper post-apocalyptic material. Now this is a completely different matter. The graphics look terrific, if a bit clustered (I'm not sure how hard it will be to navigate with so much junk littered everywhere). I didn't expect anything playable by now either, so this pleases me A LOT. It's looking very awesome.

    8. Rob Vespa on

      Wow - This footage is amazing. It's beyond what I expected. Keep up the amazing work!

    9. Missing avatar

      Joshua Carmody on

      When I - an avid Fallout-1-and-2 fan - watched the original pitch video, I tried to imagine what the final product would be like. I'd never played (or even heard about) Wasteland, but I tried to image an awesome squad-based 2D Fallout-like game built in modern tech. What I imagined was not nearly as cool as what you guys actually managed to come up with. It looks *exactly* like what I was hoping you would make, only better. Can't wait to play it!

    10. Dag-Erling Smørgrav on

      Sorry for spamming. I hadn't reloaded the page and didn't see that the question had already been asked and answered.

    11. Dag-Erling Smørgrav on

      Where did the video go? Vimeo says “Sorry but we couldn’t find the page you are looking for. Please check to make sure you’ve typed the URL correctly. You may also want to search for what you are looking for.”

    12. Missing avatar

      cmhscout on

      The Vimeo video link doesn't work. Alternative link on YouTube:…

    13. robert renstrom on

      looks great so far! i'm getting serious FO1+2 vibes from the music as well, great move hiring mark morgan.

    14. Missing avatar

      Gabriel Bowater on

      The vidja's missing... Would be rather interested to see.

    15. Eric Carl Davis on

      the video link is broken and i can't see the game!!!!!!

    16. Jonathan on

      glad to hear everything is coming along =]
      unfortunately the link to the video preview no long works =[, anyway to get another one going?

    17. Missing avatar

      dolgion1 on

      Best 15 bucks I ever spent. The game is looking to be exactly what I wished for. Looks proper old school with the text descriptions, top down view and skill checks for everything. Looking forward to playing :D

    18. Ed H. on

      Not disappointed. At all.

    19. Paul Dunnells on

      Ah man, this is going to be awesome! I'm really liking what I'm seeing here. This is turning out better than what I imagined it would, and so early in the game. Has a very gritty feel, like Replicant's Rampage or Harbinger. I love it!
      Keep up the good work!

    20. Missing avatar

      Grimdaddy on

      I also enjoyed what we saw of the dialogue system, and indeed most everything else in the video. For something that still has a long way to go, it seems quite "together" and playable. Some of the dialogue seems a bit over the top, especially the bit from the frustrated scientist - perhaps a bit too emphatic for someone who clearly needs help and should perhaps be a bit less ready to mouth-off to deadly, armed Rangers.Also, I thought the narration was good, no need for apologies. Looking good, inXile.

    21. Llyd ApDicta on

      I really like what I see guys. In particular I like your ideas regarding the dialogue as well as the number of approaches I can use to open a door. Keep up the great work.

    22. Missing avatar

      Jordan Hampton on

      I agree with some of the below comments about the language. A little I understand due to the characters being terrified, but at least an option to turn off/ minimize the swearing would be appreciated.

      That being said, this feels right. the skill system looks like it will be really nice to use, especially if there are uses for various skills in combat. Such as sending a ranger to an upper platform and use brute force to knock a pile of junk down on enemies below to hurt/distract. Or using lockpicking to lock a door you just ran through to shut down the number of access points enemies can use to get to you.

    23. Ewan Sloan on

      Looks awesome. And just because I seem to be seeing lots of negativity about it, I feel compelled to say I personally love the dialogue system.

    24. Missing avatar

      Christian Pittman on

      This is what I was hoping the game would be like. Awesome!

    25. Missing avatar

      kleidophoros on

      I am not liking the dialogue system; I hope we will get some real dialogue in place.
      "Ranger no like, Ranger smash!"

    26. Roy on

      It brought up some memories and feelings I haven't had in a while. Almost the same way a smell can bring up old memories. Way to go everyone. I really dig the light bulb AP counter. The way the Perception Skill is used to enhance combat is sweet. I really like how you are using the text box. I grinned when I saw, "turning it into a fine green mist." Keywords could be really fun. Especially if you can effect the outcome of the dialogue. I would enjoy using a few choice keywords for Kathy Lawson :). I love the HAM Radio chat. That is a fantastic way to bring in atmosphere without having to do do voice overs for everything. It's works as part of the environment as much as Lighting or Textures. Keep up the good work.

    27. Missing avatar

      The Random One on

      It's amazing how well you manage to capture the original game's setting and just update it wholesale to , the modern day. I wouldn't think that scrolling descriptions would work when you have an actual, nice to look at map, but they work wonderfully and add as much flavour as they did in the original.

      Let me add to a few other people's complaints. I don't think the bullet holes are too much when encounters begin. Since encounters now happen on the same screen as the overview it does need a transition like that and I didn't find it jarring at all. As for the keywords, as long as the keywords provided consist only of the barest ones you need to get the mission accomplish and receive a minimum of backstory I wouldn't describe them as 'spoonfed'. Someone who plays the game only once in a while and doesn't remember every single detail about the story should be able to play it to the end (bah, blasphemers!) but someone who really gets into it and pays attention should be able to get a lot more than THAT guy.

      I also think the way the dialogue is presented looks a bit weird... like your character is a robot that only grunts keywords. I know that writing actual dialogue for the player would just keep players from imagining how they characters would react, but maybe change it into a descriptive paragraph like "Character McName asks about helping." instead of your character just blabbering HEEELP.

      Also sorry for the post below, I misclicked and Kickstarter doesn't let me erase posts :-/

    28. Missing avatar

      The Random One on

      It's pretty amazing how well you managed to capture the original

    29. Peter Wysoczanski - Obsidan Order on

      holy shit ballz... i'm blown away at how tight this game looks. I'm sure glad I jumped in on this game only wish I could have given more money... :D well done Fargo and Co.

    30. Missing avatar

      Emily on

      Brian Fargo ‏@BrianFargo
      "It appears Vimeo removed our #Wasteland 2 video demo for being too awesome. You can find it on Youtube… "

    31. Missing avatar

      Thomas Farris on

      Found this though in case anyone else is having a problem finding the video. Apparently Shacknews did an article about it.

    32. Missing avatar

      Thomas Farris on

      Video doesn't work for me either... just a page not found error. The update was only a couple days ago, was the video taken down already?

    33. Missing avatar

      Yuri Tacher on

      Video link does not work for me :(

    34. Missing avatar

      Taziar on

      Looking good. Though watching him click all over the place made me think of keyboard shortcuts. Please include them, especially for select party. Also, I agree about metering the cursing. I like cursing, but if it is overused it loses its impact. Obviously we have only seen a small part, but it is something to keep in mind.

    35. SV on

      I'm okay with the swearing as long as it's contextual - some characters are just potty-mouths, others might never be. It adds a pleasingly un-corporate style even at worst.

    36. Zel on

      Looking good so far. My only complaints are that the spelling and grammar in the text window could be a little better, and maybe lighten up on the cursing. Too many curse words in a short amount of dialogue just comes across as trying too hard to be a mature game, and makes it look juvenile.

    37. Missing avatar

      Eldiran on

      Looks incredible! I am shocked at how refined this is already.

      It looks like you've already got an eye on future UI improvements to combat, but please don't bogart on that! I hope in the future you can bring up even more info, such as enemy movement range, the entire hex grid, etc.

      Only other concern: (probably also going to be adressed) color variation -- the environment looks great and is well realized, but indoors at least it could use more contrast. Gotta lift that everpresent green fog we're all used to in the Fallout games!

      Unfair nitpicks aside, this looks great. Keep it up! And don't feel rushed, I'm glad to wait for more.

    38. Willem on

      Just watched it on YouTube. Simply amazing, love what I am seeing. Just one suggestion: the popup window that comes up showing you your earned XP for the encounter: perhaps give the option to turn it off and rather show the rewards in the text window (bottom right) as with Fallout (just a personal preference really, I don't like this obnoxious screen popping up all the time after every encounter). That is all I can think of, other than that...simply amazing, really loving the gameplay, look, atmosphere, music, visuals, etc. Great job.

    39. Willem on

      Yep, can confirm the link embedded in the update does not work as of this writing, thank you to Kim Bo for Youtube link, much appreciated.

    40. Mikael on

      I'm one of the funders that hasn't said anyything so far during the development, and I just got to say it now: You guys are doing an amazing job! This is more than we could hoped for! Thank you! Can't wait for the next update!

    41. Missing avatar

      dan0001 on

      link seems to be broken, just get the vimeuhoh page

    42. Missing avatar

      Paul van Bruggen on

      Looks amazing! Really looking forward to the end result! I especially like the pipes and tubes in the air, it really makes the top down viewpoint work.

      I'd like somewhat fuller dialogue though, like others pointed out.

    43. Missing avatar

      elsparko on

      vimeo shows a 404 -_-

    44. Missing avatar

      Matthia on

      Awesome gameplay taste. I love log box, It seams a special storyteller to talk about scene, event, object and more. I love can check e verify many ambient objects too.

      How says Jason Hsu, I also hope that there will be "aimed" shots in Fallout-esque style...

    45. Missing avatar

      Niv shpigel on

      Amazing, amazing, amazing work!
      The demo got me so excited!
      You guys are the best!

    46. Missing avatar

      Florian Meinke on

      ignore my last comment. found the yT lin :)

    47. Missing avatar

      Florian Meinke on

      The link to the video says Page Not Found...

    48. Missing avatar

      Brian McGuire on

      Looks really good, I'm very encouraged.

      Only thing I'd say is the cursing is excessive. No no, I'm not a prude. I curse nonstop... it just seems lazy and juvenile. Look to Fallout 1 for the appropriate level of "raunch" and cursing, etc, do not look to Fallout 2 - which felt like a fan made mod for Fallout 1 done by a couple of 12 year olds who just discovered sex and naughty words.