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Wasteland 2 is a sequel to the amazingly popular 1988 RPG Wasteland and the post-apocalyptic predecessor to the Fallout Series.
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...

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…

  • Image 210117 original
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    1. Jason Hsu on February 11, 2013

      Not that this needs to or should be a clone of Fallout 1/2, but I hope there will be "aimed" shots in the final combat mechanic, e.g. headshots, legshots, with varying hit difficulty, armor ratings, etc.

    2. Chris H (fydo) on February 10, 2013

      Vimeo has shown time and time again that they are not gamedev-friendly. I recommend you avoid using them for future updates.

    3. Mordred on February 10, 2013

      Dialogue trees aren't part of modern games. I vote for them, but make them worthwhile.

    4. Missing avatar

      Brandon R. on February 10, 2013

      Just leaving a vote here for no dialogue trees, but perhaps adding real dialogue for what's spoken by the player character when a keyword is selected (rather than just "saying" the keyword). Dialogue trees are one of the things I dislike most about modern games. It makes a game feel like it's playing itself.

      And I agree that the bullet holes to start an encounter are incredibly distracting and cheesy.

    5. irongamer on February 10, 2013

      Thanks, looks great.

    6. inXile entertainment 3-time creator on February 10, 2013

      We have the video up on our own YouTube page now...…

    7. Cefu on February 10, 2013

      Very nice. This looks like it will be good. Here's my feedback:

      +1 for no pixel hunting. Click skill, sweep room to see what highlights will get old REAL quick.

      How about perception passively works/auto highlights but can be used for a "second look" if you're just sure something really should be there. Second look only rolls once against any specific place until you come back later with better perception skills; no click-click-click till I find the hidden item I read about on the web.

      -1 for dialog trees. Hate the good/bad/neutral or tough/kind/snarky preset sentences.

      I like key words and especially typed words for special/secret stuff. Extra nice would be, as someone mentioned below, switching out speakers mid-conversation to get different reactions. If you didn't want to make it too much work for the player you could let the game do it automatically selecting the "most intimidating" character for some things or "most sly" or "most technical" etc. That allows whatever team the player has to be cast into the correct roles for the conversation.

      If you decide you just have to make a mini-game out of working the conversations to get different outcomes, still stick with key words but add a few sliders or a X-Y axis for picking attitude like Intimidating vs. friendly or honest vs. sly, etc. You think they are dim? Go for sly and BS them. They seem like they will buckle to pressure? Intimidating. You really need them to be on your side later? Friendly/honest. And if you misjudge someone they react poorly or take advantage of you.

    8. inXile entertainment 3-time creator on February 10, 2013

      Looks like Vimeo might have turned us off. Here is a temp link until we get it back up some place else...…

    9. Missing avatar

      Jason Brown on February 10, 2013

      Wow, just wow! Really digging everything in this video, looks even better than I expected graphics wise, and the game play looks very deep. I do agree that it would be kind of cool to have sentences in dialogue options, if only to give your character a choice of being friendly, or a jerk, or snide and sarcastic, but the one word dialogue kind of reminds me of an older RPG/point and click adventure, and is not without it's charm either.

      Keep up the good work!

    10. Will Herrmann on February 10, 2013

      When I saw the team in the video take the AK-97, my first reaction was "Hey! They're stealing from the agriculture center!" and I expected someone to hear the door getting busted open and get them into trouble. I hope that sort of thing happens in the final version of Wasteland 2 because having rangers loot from their allies just doesn't seem right.

    11. Missing avatar

      mike liddell on February 10, 2013

      Use the YouTube link posted by rivfader

    12. irongamer on February 10, 2013

      Can't see the video. Vimeo tosses this error.

      Page Not Found
      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.


    13. Missing avatar

      mike liddell on February 10, 2013

      Couple more thoughts in passing. Please don't make it tedious to select all rangers. In the demo there was some repeated selecting to grab the whole party that looked tiresome. Some amount of standard and customizable party combat-positioning would be great. Eg "attack biggest threat, find cover, stay tight, spread out"
      I really liked the ambush, flanking plays, cover etc. this type of game can offer so much richness and I'm hoping for some epic set pieces and option to take on long-odds fights. Eg scorpitron before you are ready, take cover, lob TNT, scatter, etc. a way to do organized retreat would also be nice. If role playing descends to win or die it loses something. Trying, running, then coming back prepared can be a lot of fun.

      +1 lose the bullets, although encounter themes such as in alternate reality - the dungeon were quite fun.
      I kind of liked the Edison lamps and LEDs on the HUD, but the encounter dialog is the real reference. Trimming the up chrome seems good compromise and or use popular rather than static ui components.

    14. Missing avatar

      Thiefsie on February 10, 2013

      @Stewart "Zoot" Wymer

      I 100% agree about the dialogue being good as it was demoed as the dialogue trees of today make it way too easy to guess what a NPC is going to react with. The keyword system lets you try way more interesting things (as long as the developer implements it) and is actually about a zillion times more interesting to me that reading a sentence my character is meant to have said.

      Also if I am not shown the sentence my character is saying I can interpret my own sentence and roleplay even greater! I don't know if this will line up with the NPC response well but it would be fun regardless. I wonder if there could be 'strengths' we could keywoard dialogue with. Such as ANGRILY ACCUSE contact of being a filthy scumbag liar, compared to RESIGNEDLY ACCUSE contact of being a sly, motivated chaotic neutral liar

    15. Missing avatar

      mike liddell on February 10, 2013

      Looks awesome!! Love the flavor text to round out encounters. Love the w1 battle text. And much more

      I find the customizable ui odd.. There are likely one or two 'good' choices that should suffice for 90+% of players and I would prefer QA to get those nailed. No need to let someone have a ui that obscures key set pieces or needs o be fiddled per battle. Also less customizable should allow for smaller&denser info with less chrome.

      I agree with others that pixel hunting was at best filler back in the day. Perception oriented searching is great but maybe a 5sec timer per use and/or bonus chance for success for targeted searching. I would feel good to use skill check on something highly likely to offer outcome on success, but "click-nothing" is shitty if it becomes the norm.

      Agree with others that more dialog choice richness would be nice. A 'current negotiator' to narrow the conversation flavor seems good, with option to choose an interject or new negotiator while in dialog to avoid annoying or limiting situations. Eg perhaps an encounter with old man shows him to be a bit lewd, and we let a female ranger take over to lead him on for a bit. Perhaps we start an encounter with woman but some chauvinist is being prickly, so we use our roughest brawler to find common ground. Swapping negotiators might trigger some intra-party effects such as resentments, gratefulness etc.

      but overall a stunning demo. Really great stuff.

    16. Rivfader on February 10, 2013

      go to youtube like this one

    17. Stewart "Zoot" Wymer
      on February 10, 2013

      Chiming in a few things, but one thing which some folks will not agree with.

      One, the bullet holes before combat need to go. Just segue into combat normally. Too overblown and distracting.

      Secondly, I love the dialogue system. Apparently critics of the system are Fallout and beyond folks. Dialogue trees (ala Mass Effect or Fallout or what have you) are a relatively recent invention.

      The real problem with dialogue trees is that you can see what you can talk about. There is no discovery. If you meet someone, you know what to ask them. It's right there. What about if you meet someone who will only react when you give them the appropriate keyword? It might even just be thrown out there randomly in conversation by another character. It may not even remain in your character's memory - maybe you need to jot down that word and think "Yes, this fellow will probably know about Base Cochise, even if there are no options leading me to that."

      It allows you to investigate things on your own without being spoonfed information. Who knows, they may even have triggers where if you say the WRONG keywords, it turns into a fight. All in all, it gives us more options and retains more mystery.

    18. Trevor Fraser on February 10, 2013

      Same here. Seems like folks were able to see it yesterday...maybe a bandwidth issue?

    19. Danny Becker on February 10, 2013

      Yeah, same here, The vimeo link is giving a 404. Any mirrors?

    20. Missing avatar

      Blake on February 10, 2013

      When I go to it takes me to the Vimeo 404 page.
      Has the video been taken down? I certainly hope not :(

    21. Missing avatar

      Bobby Noah on February 10, 2013

      Holy cow. This is not what I expected at all when I backed this game. Now I really wish I had backed it for more. This looks fantastic.

      A couple people below commented on the scientist character's swearing, and I wanted to jump in and say that I thought it worked wonderfully. It helped convey both her anger at her helplessness and her barely restrained desperation and panic. It helped make her character a lot more clear in just a few lines of dialogue - someone who's used to being in control and doesn't know how to handle it when she's not, someone who has high expectations of those around her and reacts emotionally when they aren't met, and by the same token someone who has high expectations of herself and takes her responsibilities very seriously. Very good writing.

      Anyway, now very very much looking forward to this game. Great work.

    22. thenthomwaslike on February 10, 2013

      wow, i didn't know what to expect when i first pledged but seeing this makes me very very happy. i cant wait till i can play it!

    23. SV on February 10, 2013

      Do you plan on including optional subtitles for audio spoken parts/transmissions? I realise it is a fuss, but perhaps the community could assist with transcription?

    24. Missing avatar

      Brian Kim on February 10, 2013

      Nice video! So far, it's actually even a little bit better than I expected and seems to be going great. I definitely don't think my money's being wasted at all. It reminds me of the glory days of Interplay, back when it was "By Gamers for Gamers" and you could tell that's what the focus was. Man, Interplay used to be my favorite game company back in the Brian Fargo days. I remember dropping by the website every week to check out stuff like Planescape Torment, and even Giants and Sacrifice.

      So it shouldn't be a surprise for me to say that I love where Wasteland 2 is going. Not that I didn't love Fallout 3 and New Vegas, but I feel like this demo is what Fallout 3 should've been. It's definitely what Wasteland 2 should be like. The only feedback I want to give is that I wish there were brief voiceovers when you first talk to a character, and maybe one when you exit conversation. Just little blurbs whenever something really important has to be said. Kind of like in Baldur's Gate 1 and 2. Minimal VO just for important stuff.

      I like what Bioware did with full VO for the most part, but I have to admit I end up skipping most of it except for important / interesting conversations. It's just extra filler for me for the most part, and this is coming from a guy who's normally a huge fan of VO in games.

    25. Missing avatar

      Max Lindgren on February 10, 2013

      Looks fantastic! Thanks for a great update!

    26. Daniel Bryntse on February 10, 2013

      And another one... Haha... ok.. I finish here.

    27. Daniel Bryntse on February 10, 2013

      Crap... that was am really lousy typo in my previous post... and now way to edit it... Bluargh!!!

    28. Daniel Bryntse on February 10, 2013

      @EVERYONE... Hey... This isn't Fallout. This is Wasteland 2.
      Just a short reminder.

      Now.. understand why dialogue trees is not a feasible option:
      Fallout: One main character (either "stupid" or "not studip")
      Wasteland: Assembled party, indefinite number of combinations of characters

      That said, while choosing one of the options given, instead of just that specific word showing in the dialogue window... please make it into a real sentence.

    29. J.R. Riedel on February 10, 2013

      Definitely not over communicating. The more you tell us the better.
      (then again I am slightly biased by working in software QA)
      I definitely like the customizable UI. And it looks like combat is what Fallout 3 should have been.
      I also like having skills improve by use, that's what I used to enjoy during my MUD days.
      But anyways, good work!

    30. Missing avatar

      Jabberwok on February 10, 2013

      One more: love the music in the video. The UI is great except for the combat bullet holes. Those seem like they would get old quickly, so something less flashy might work better. Or, they could be optional, since the interface is all about customizing. Pretty interested to see what sort of cosmetic options might be available later on.

    31. Missing avatar

      Jabberwok on February 10, 2013

      If you were to implement PC lines in dialogue, I don't think it would be necessary for the options to be based on the character's personality. Obviously, skills, intelligence, etc, would influence the available choices, but other than that, it should be up to the player to decide what kind of person their character is. You would only need one pool of possible responses, and then it's up to us to role play using those. That would be my ideal, anyway.

      If the keyword system is kept, I'm uncertain how (or if) skills and attributes are going to effect conversation, so some explanation or examples of that in action would be welcome.

      I have to say that one of my favorite things about the original Fallout games was the dialogue, and a big part of that was choosing my lines, and seeing how my character build effected my options. If there are only keywords, I can use my imagination, but I feel that having actual lines draws me into the game more.

      The main advantage of keywords is letting the player discover things that aren't spelled out, but that can still be used with something like the "ask about" option in Fallout 2. The main disadvantage is that they tend to make conversations feel more like a system instead of a real experience. If I'm clicking on a word, I feel like I'm just choosing which text to view next. If I'm clicking on an actual response, I feel like I'm talking to someone.

    32. Missing avatar

      Baudolino05 on February 10, 2013

      Another suggestion: during combats, it would be great to have something easy to get that clarifies the effectiveness of covers. Something along the line of the shield icons in XCOM: EU. To me this is one of the best additions to the Microprose masterpiece's formula.

    33. Matt Baker on February 10, 2013

      This looks amazing. Thanks so much!

    34. Missing avatar

      Jerry Ozbun
      on February 10, 2013

      Looking great!!!

    35. Missing avatar

      Jan Piirsalu on February 10, 2013

      Great, just what I wanted to see but... this keyword dialogue... nonono It's like Int 3 character; Find Vic Klamath :P Is it so hard to find a guy who writes 10K or so lines of what your rangers can say? :P I'd like to see options like: I'll help you, I'll kiss your boot, I'll kick your ass, like in that game I won't mention

    36. Missing avatar

      Jason Moyer on February 10, 2013

      Good lord, that's looking even better than I expected. Great work, inXile.

    37. Tomimt on February 10, 2013

      I really like what I am seeing so far. As others have said, the UI elements do look a tad big, but they are resizeable I see no real issues there. I like the keyword idea. Of course, it would be nice if the actual conversation would be more fleshed according to character traits like in Arcanum, but I can see the current system being enjoyable as well and it does levae more room to imagination.

    38. Martin Kramer on February 10, 2013

      Looks great, except for a) dialogue system and b) the rotatable camera. The latter is nearly never gotten right in isometric 3D games (it's always just frustrating), and the former might not break the game, but it is an annoyance. I would like my answering options spelled out, rather than click what amounts to basically a "quest" or "continue" button. The way it's done now just doesn't give a feel of a real conversation.

    39. Missing avatar

      Archangel on February 10, 2013

      The video looks awesome. I also need to chime in and say I liked the way dialogue is done in games like Baldur's gate when you can read what your char will say before you click it. But even if you use keywords only it will not make or break this game. At least you are not using the terrible dialogue system all new Bioware games started using

    40. Missing avatar

      Giovanni Manca on February 10, 2013

      You have done a wonderful job. I'no no words to explain how much I'm feeling happy!

    41. Theobeau:OOoE\Mad man with a box/Exiled on February 10, 2013

      Very impressive, keep up the great work team WL2!

    42. krayzkrok on February 10, 2013

      Looks fantastic guys, well done. Really the only thing I wasn't too keen on were the fake bullet holes signifying the start of combat. It was distracting and didn't really fit the mood of the encounter. Agreed also with comments about the floating animations, but I'm sure that'll be tidied up as it's easy enough. The rest looks great, and I absolutely love the flavor text box. The dialog / keyword system is fine by me. I'm not a fan of dialog trees, they usually revolve around "obviously good, obviously bad, obviously neutral" responses which feel fake and lack subtlety. I think you've demonstrated with this video that our trust is well placed, looking forward to seeing more progress.

    43. Missing avatar

      Manuel Hewitt on February 10, 2013

      I hope you improve the UI and these graphics are placeholders. I think they look awful like someone did a PS tutorial on rust and cables, but everything looks flat and dull. There is also too much going on. Green pixels and LED blinking, sparks flying. This will be distracting and it serves no purpose.
      Also please reconsider the use of fixed-width fonts. They look retro, I get that, but they are hard to read and if the game is text heavy with a lot of dialogue it will be annoying fast. Plus the ticker type text is a bad choice, since lines jump and you can't read anything while the text appears.

    44. metzger on February 10, 2013

      the game looks great, though i have to agree with jon krarup on the dialogue tree issues; not having any spoken output from your rangers takes away a lot. how about a compromise - no branching, but selecting a topic would trigger a sentence or two from your party.

    45. Jonathan Krarup on February 10, 2013

      I have to add one more voice for dialogue trees.

      Everything else looked wonderful and I can't wait to play it, but for me the "topic" system did not work back then and it certainly does not work today - it just removes a HUGE chunk of immersion and character relation.
      One of the absolutely most awesome things about Fallout 1+2 was the dialogue trees. And no - of course you can't always account for everybodys taste all of the time that way, but FO did a damned awesome job of giving you enough different options to choose from that most approaches were generally accounted for. 90% of the things that stick in my mind from those games were the awesome conversations you could have, and the consequences thereof.
      There are tons of games where you get to shoot people, there's almost nothing else in the AAA space, but there are so precious few dialogue driven games where you can properly feel like you're playing a (or several) role(s).
      To be honest I must not have been paying attention early on, because I was dreaming of reliving that wonderful experience.

    46. Missing avatar

      nin on February 10, 2013

      Looks great, guys! SO looking forward to it!

    47. Missing avatar

      Victor Kuo on February 10, 2013

      Everything great, except for the xp popup box at the end of combat.

      It would be amazing if you could convert Wasteland 1 into this format after project completion.

    48. Missing avatar

      WarRaupe on February 10, 2013

      Just AWESOME!!!!!!!!!
      Very happy with the atmosphere and progress.