Wasteland 2 first look video released, update

WorstUsernameEver

But best title ever!
I believe many of the aficionados of our website were looking forward to this update, so I'm glad we can finally report that the Wasteland 2 Kickstarter update containing the first comprehensive video look of the game has been finally released by inXile, well into the night and after trying to make Sony Vegas not crash multiple times (just check Chris Keenan's twitter feed).

The video contains a look at the customizable UI, combat, some skill usage and dialog, all set around and in the Agricultural Center area.

Here's a quote from the written update, which also contains some new concept art and a new track from Mark Morgan:<blockquote>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.</blockquote>
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Update: The video was removed from Vimeo so inXile uploaded it on YouTube:

<center><embed src="http://www.youtube.com/v/HvNbuOenVPw?version=3&amp;hl=en_US" type="application/x-shockwave-flash" width="560" height="315" allowscriptaccess="always" allowfullscreen="true"></embed></center>
 
Could not be happier. The game looks amazing.

If I HAD to nitpick about anything it is that the animations still seem a bit stiff, and the voice over work seemed a bit weak on a couple of the characters, maybe they'll get those voice actors to do a second pass or something, the acting felt weak.

The writing however reads great, the graphics look great, the sound is awesome, the combat seems deep. I can't wait to see where it goes.
 
Fuck. Yeah.
Looks phantastic if still a bit rough. For a video as early as this I couldn't be any happier.
 
Abolutely blasting. This looks like Fallout 3 how it should have been.


Translating my own opinion posted on some french website:
"I particularly like the start of the video with the artworks of factions and their background.
The customisable UI is truly amazing, I was hoping for much less than that!
The TB combat looks gorgeous too, with the tracing bullets, AI and cover system.

My greatest fear was about the camera, but it looks great. The zoom-out is fairly decent too.

However, I tend to dislike the dialog system working with only key-works on your side. I disliked being an idiot barely talking in Mass Effect (and saying the opposite of what I wanted to), and it lacks of flavor. It feels like one-sided dialogs, where you listen to the NPC instead of discussing with him.

Anyway. Do want. Now. And that cliffhanger!... :D"
 
That was one heck of a short 17 minutes, I want more. :|

Keyword dialogue seems a little awkward, even though the original had it, but the rest was lovely. Can't wait.

Also, first post, Hi nma! o/
 
It looks really really good for something 9 months in, in fact, if we didn't know because of the KS campaign, I wouldn't have really guessed it was this early in development (cor' they most likely picked the area that was further in development, but still :P )

My only two nitpicks would be that I was expecting the dialogue system to be like FO1, written response + keywords you can type in, and that the floating dialogue fond is kinda bland by default, tho' I dunno, given you can customize the UI you can probably touch that up too.
 
While watching the video, I somehow thought "this could be a great Jagged Alliance 2 follow-up" all the time. Or "the one I was waiting for".
 
The combat system is exactly what, conceptually, Fallout Tactics should have been. This looks perfect. I'm sure the combat and encounters alone will keep me happy.
 
Its a mp3-file, just download it and play it in any mediaplayer.

I'm likely missing something really obvious, but I'm not getting any options other than stuff pertaining to quicktime upon a right click. Probably doing it completely wrong. :?
 
Everything looks fantastic, especially the combat. However I'm not certain I like the keyword dialog. I works but it's always funnier to get some dialog lines to choose from.
 
I like everything except the dialogue - I was hoping for proper dialogue trees. I wonder if this strange keyword system is set in stone or if it could still change. Hell I would not mind a delay for that.
 
Fuck yeah, I love to fight with the camera and narrow FoV all the time! That they even spent ressources to make this rotatable camera instead of a static one is really beyond me. :clap:
 
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